Art & Entertainment => Graphics => Topic started by: [Judas] on July 10, 2012, 09:42:15 pm
Title: Judas STUFF
Post by: [Judas] on July 10, 2012, 09:42:15 pm
Yeah. Let's go ahead and make this official. Most of this has been seen before, but not all in one place. Plus, I need a spot to put all future artistic endeavors, so....
First, have Morrigan in a test scale. Simply resized the original to 640x480 resolution, and then this happened. (http://img.photobucket.com/albums/v471/ruinsofeden/mor.png) I'm satisfied with the shading, but the sprite size just doesn't work for me. For the record, this was my first new sprite in a few years. Excuse the rust.
Then there's my first full animation in even longer. (http://img.photobucket.com/albums/v471/ruinsofeden/diepod-akuma.gif) Based on Diepod's oh-so-fluid lines, this proved to me that higher resolution sprites could be completed at a quick pace. Thank you for the learning experience, Diepod. That inspired me to pursue something else...
(http://img.photobucket.com/albums/v471/ruinsofeden/pyron-prototype-1.png) Allow me to copy/paste the description posted over at PCS just a few minutes ago to save time:
Spoiler, click to toggle visibilty
KIWI!
Holy crap, Kiwi. THANK YOU for introducing me to the indexed color method. After about an hour of doodling a possible stance, a quick throwing down of some shading, a few hours of trial and error with photoshop filters and indexed mode tomfoolery, THIS happened:
Yes, I used his old flame, but there is a reason for that. Quite simply, I don't feel up to the task of reanimating it in 720p from scratch. Not yet. This flame is far, far from the final build.
I didn't want to post this, but I need a consensus before I move forward with the full animation. An ominous breathing animation, similar to Real Bout Krauser, or his traditional (and somewhat Guile-esque) stance? He's the original series boss, after all. I can't decide. This is a prototype and may look nothing like the final product, but I must know. Does it suit him?
Kiwi, you have inspired me. And I haven't cleaned a single pixel. How's that for speeding up the process?
Ultimate goal? Blazblue in size, CPS3 in fluidity, KOFXIII in quality. I will be there eventually. One step at a time.
And, just for the hell of it, have some other (not-at-all-recent) stuff, just to put them in a single spot. The last completed sprites before the above were done in early 2009. God. (http://fc04.deviantart.net/fs42/f/2009/089/8/7/ESP_er_test_sprites___group_1_by_ruinsofeden.png) (http://fc04.deviantart.net/fs42/f/2009/089/a/2/ESP_er_test_sprites___group_2_by_ruinsofeden.png) (http://fc05.deviantart.net/fs44/f/2009/089/8/3/ESP_er_test_sprites___group_3_by_ruinsofeden.png)
These were never finished. Uh... (http://img.photobucket.com/albums/v471/ruinsofeden/akuma.gif) (http://img.photobucket.com/albums/v471/ruinsofeden/dan-idea.gif) (http://img.photobucket.com/albums/v471/ruinsofeden/crys.gif) (http://img.photobucket.com/albums/v471/ruinsofeden/lilith-cancelled-wip.gif) (http://img.photobucket.com/albums/v471/ruinsofeden/wip_demitri.gif) (http://img.photobucket.com/albums/v471/ruinsofeden/morri.gif) (http://img.photobucket.com/albums/v471/ruinsofeden/rath.gif)
Some of this stuff is from 6-7 years ago. Some is probably even older. Damn. Posted in (relatively accurate) reverse chronological order. Newest first, et cetera. I told you it was an art dump. I can't remember what all I have and have not posted here, and there are a ton of new people since my last serious sprite roundup. SUP.
COMMISSION STUFFS: I've decided to go ahead and open my availability for sprite commissions. Huzzah!
Until I get back in my groove completely, I suppose single sprites are preferable. $5 USD per sprite sounds reasonable, but I'm sorta clueless on such matters. Cheaper than some I've seen, so we'll go with that for now. Animations will be worked out on a case-by-case basis, but adding $2 per frame to the base rate is probably what I'm going with. Yeah. That sounds good for the time being. Discussion via PM would be the best way to go about it, but emailing works too.
I'm obviously the most comfortable with CvS-ish stuff and my own higher resolution ESP.er style. Other styles can be talked out on an individual basis, but should still run the same price. KoF style (pre-XII or XII/XIII... doesn't matter which) is where I am weakest, so don't expect the same price on those. CPS3 is a lot easier for me than KoF, but my skill there is not quite up to diepod or eFeX standards. ESP.er style is just as easy for me as CvS due to the way I create them, so they're the same price. Overly detailed stuff may cost more, depending on how much little stuff is involved. Be sure to specify which version of the style, too, as both the older HR version (seen in this post) and the newer HD version (seen later in the thread) are up for grabs. I imagine CvS will be most requested, and I'm cool with that. Full sheets are a possibility, but they don't come cheap. :P
Associated paypay email rightchere:
Spoiler, click to toggle visibilty
ruinsofeden@gmail.com
Title: Re: Judas art DUMP
Post by: Girard on July 10, 2012, 09:44:37 pm
:o Amazing stuff.
Title: Re: Judas art DUMP
Post by: ink on July 10, 2012, 10:24:15 pm
Amazing work! Awesome style too
Title: Re: Judas art DUMP
Post by: TRUEMicah on July 10, 2012, 10:42:06 pm
Awesome artwork Judas, I'm loving your Morrigan animation. :)
What program did you use to design sprites in this style? (http://fc04.deviantart.net/fs42/f/2009/089/8/7/ESP_er_test_sprites___group_1_by_ruinsofeden.png)
Title: Re: Judas art DUMP
Post by: Bad News GBK on July 11, 2012, 12:28:32 am
very nice works indeed
Title: Re: Judas art DUMP
Post by: The Railgunner on July 11, 2012, 04:34:38 am
Go the RBS Krauser route with Pyron - it suits him a little better.
Title: Re: Judas art DUMP
Post by: Jmorphman on July 11, 2012, 04:51:39 am
I think his old stance works fine.
Title: Re: Judas art DUMP
Post by: Cybaster on July 11, 2012, 10:50:15 am
This Pyron is fabulously detailed. :D
Loving your style.
Title: Re: Judas art DUMP
Post by: FeLo_Llop on July 11, 2012, 11:48:22 am
As I told you so many times, your work is always inspiring. I wish I had your skills, man T_T
PS: What happened to ESP.er?
Title: Re: Judas art DUMP
Post by: [Judas] on July 11, 2012, 03:24:23 pm
FeLo: ESP.er is still a go. It has undergone significant revisions since it was last shown, and it has definitely been for the better. When the newer designs in a higher resolution and tweaked sprite style are (eventually) re-unveiled, I hope you enjoy them as much as these. The Darkstalkers experiments are leading to exactly that. Well, that and/or Devilicide. Whichever happens first.
...I've said too much. ;)
TRUEMicah: The method used for this batch was described elsewhere, so...
Quote
Pyre time, complete with progress stuffs.
(http://img.photobucket.com/albums/v471/ruinsofeden/pyre-wip1.jpg) Initial sketch in Photoshop. At 400% of the final size, I get a rough idea of what I want. Thick, bold lines work best for the next step. 5 pixel brush and my tablet are good friends for this step. I forgot to snag a pic of the stick figure/ovals I used to get my anatomy sorta right and the 20% visible sprites of Nekro, Zimmer, and Mercedes to get a somewhat consistent size when I shrink it down. Five to ten minutes to get it all right. I already had a clear idea of what I wanted for Pyre's stance, which helped. This phase of Zimmer's stance sprite took nearly an hour and a half and well over a dozen trashed ideas. Augh.
(http://img.photobucket.com/albums/v471/ruinsofeden/pyre-wip2.gif) Shrink it down, use the Threshold feature of photoshop to get it down to two colors. Easy enough. Five seconds of "work."
(http://img.photobucket.com/albums/v471/ruinsofeden/pyre-wip3.gif) Fine tuning of my lines. Proportions adjusted and whatnot. These lines remain mostly unchanged for the remainder of the process. So far, this step for all of the sprites has taken around twenty minutes or so. Pyre took a few minutes less than the others, but not a noteworthy amount of time less. I think that's just me getting into my groove with this process.
(http://img.photobucket.com/albums/v471/ruinsofeden/pyre-wip4.gif) Flat colors added. I pilfered these from my alternate palettes for now. They'll change eventually, but it's too early to spend a lot of time getting the perfect palette. That'll come later. A few minutes worth of paint bucketing.
(http://img.photobucket.com/albums/v471/ruinsofeden/pyre-wip5.gif) Blown up again, this time up to 200%. Magic wand tool to select my flats, eyedropper to select my shades, 2 pixel pencil to throw some sloppily neat shading in place. Really rough coloring stage. I find it easier to get the crazy curves that every sprite inevitably have to look decent with a blown up sprite. Significantly easier. What would have taken me four times as long at regular size took me about five minutes in Photoshop at double size. Then I shrink it back down, as seen here.
(http://img.photobucket.com/albums/v471/ruinsofeden/pyre-wip6.gif) Fine-tuning. The most important phase. Adding in the remaining shades, redoing the existing shading, yadda yadda yadda. Completing the sprite. Time varies. A lot. Pyre took about half an hour. Zimmer took almost two. Nekro... maybe 45 minutes? Mercedes took a full day, but she doesn't count this time. I was still figuring out what I did and didn't want in the style. :P
(http://img.photobucket.com/albums/v471/ruinsofeden/pyre-wip7a.gif)(http://img.photobucket.com/albums/v471/ruinsofeden/pyre-wip7b.gif) Palette tweaking. Finally the arrangement of my colors makes a little sense. Photoshop and layers are your friends. Four layers, actually. Flats, darkest shades, mid shades, and highlights. Both of the shade layers are pure 785E91 set to multiply. The darkest layer is 100%, while the middle shades are 50%. Highlights are pure white set to soft light at 100%. Those settings seem to produce pretty sweet results. Pyre is the only exception so far. His chap highlights are separate from his gold ones. They looked entirely too shiny, so they got set to 50% opacity. Blah blah. I don't know... ten minutes to set up the layers? Varying times to pick palettes that look right. I already knew what I wanted for Pyre, so his took no time. The stuff I used was pretty close already, so whatever. It's almost identical to the original sprite in the first post in the thread. His design didn't even really change that much, which is odd. Everyone else changed pretty significantly in my big stack o' ESP.er sketches, but Pyre only went through the two designs you've seen in this thread. Huh. Alas, I digress.
(http://img.photobucket.com/albums/v471/ruinsofeden/esper-pyre.gif) After some minor palette tweaking. He didn't need much. I believe he's done.
That was the method as of October of '08. It remains essentially the same now, except threshold has been replaced with indexed color. Also, shading is best done before the initial shrink down. Cleaning takes way less time that way. A complete walkthrough for my current method: yay or nay?
Thanks for all the kind words, people.
edit: The "original Pyre sprite" mentioned in the quoted post showing the old ESP.er style process. July of 2007, well before the whole thing panned out. (http://img.photobucket.com/albums/v471/ruinsofeden/espers.gif) ....god. So, I've been toying with this idea for over five years now? What the hell?
edit2: Another stylistic prototype, as seen elsewhere. (http://img.photobucket.com/albums/v471/ruinsofeden/esper-mercedes2.gif) Still old. This time, April of 08.
Title: Re: Judas art DUMP
Post by: TRUEMicah on July 12, 2012, 01:57:53 pm
You've a definite Yay from me bro, :) I'm considering purchasing a tablet in order to create graphic art of my own. This tutorial is a GREAT How-to guide, thanks alot man. :P
Title: Re: Judas art DUMP
Post by: Chatman on July 15, 2012, 01:15:57 am
This stuff is hot, wish i had that kind of adaptable skill. :)
Title: Re: Judas art DUMP
Post by: TRUEMicah on July 15, 2012, 11:00:47 pm
Practice makes perfect. :P
Title: Re: Judas art DUMP
Post by: thanewdude07 on July 17, 2012, 04:19:20 pm
Epic post this stuff looks awesome :sugoi:
Man i gotta sharpen my drawing skills :P..Thanks for sharining
Title: Re: Judas art DUMP
Post by: Kairi on July 18, 2012, 09:24:21 am
I check here once a month, with the hope of catching something special, and I come across a dear old friend, still wowing me over as if I just saw his work for the first time.
Bravo, good sir.
Title: Re: Judas art DUMP
Post by: [Judas] on August 11, 2012, 07:23:54 am
Title: Re: Judas art DUMP
Post by: Diepod on August 19, 2012, 02:02:09 am
Cool sense of style here. Gritty.
Title: Re: Judas art DUMP
Post by: [Judas] on October 05, 2012, 10:22:58 pm
"Warning: this topic has not been posted in for at least 30 days. Unless you're sure you want to reply, please consider starting a new topic."
This makes me sad. Sad with a vengeance.
Have more art from projects that may or may not ever see the light of day. (http://fc04.deviantart.net/fs70/f/2012/280/9/f/godsgrave_by_combustocrat-d5gyf4w.jpg)
edit: now with new logo-y goodness!
Title: Re: Judas art DUMP
Post by: TRUEMicah on October 05, 2012, 10:49:55 pm
That is sick bro.
Title: Re: Judas art DUMP
Post by: [Judas] on October 27, 2012, 05:46:36 pm
I'll just leave this nearly complete Anarchy Reigns training stage here...
(http://i.imgur.com/XyTy1.png) All it's really missing is the random particle effects that fly throughout the stage. Otherwise, it's ready for whoever wants to program the bitch.
Title: Re: Judas art DUMP
Post by: ExShadow on October 28, 2012, 02:15:41 am
I'll just leave this nearly complete Anarchy Reigns training stage here...
(http://i.imgur.com/XyTy1.png) All it's really missing is the random particle effects that fly throughout the stage. Otherwise, it's ready for whoever wants to program the bitch.
You rang?
Title: Re: Judas art DUMP
Post by: [Judas] on October 28, 2012, 09:01:48 pm
Give it a little more fine tuning, and you may really have assets for a complete recreation of this:
Spoiler, click to toggle visibilty
(http://24.media.tumblr.com/tumblr_mcmcp6xayx1qb55jzo1_1280.png) Possibly even with an Anarchy-inspired original set of bars to go along with it. Full screenpack on the horizon? HM.
Lots of placeholders here and there, but now I am compelled to complete this. Hrm. January needs to hurry up and get here so I can play you guys at a game I imported with zero regrets and will soon be buying again. Man, oh man.
Title: Re: Judas art DUMP
Post by: Duos on October 28, 2012, 09:29:11 pm
OMG YES, I'll take any excuse I can to use AR's music on Mugen. That's genius.
Title: Re: Judas STUFF
Post by: methiou on November 02, 2012, 05:05:21 pm
Awesome Stuff !!!
Title: Re: Judas STUFF
Post by: Balthazar on November 02, 2012, 05:10:00 pm
Very excellent works indeed ! Commencing lurking... :cool2:
Title: Re: Judas STUFF
Post by: Diepod on November 02, 2012, 06:25:44 pm
neat o
Title: Re: Judas STUFF
Post by: balmsold on November 03, 2012, 12:57:04 am
goddam thats cool,did you use kiwi´s tutorial for stages?
Title: Re: Judas STUFF
Post by: [Judas] on November 04, 2012, 08:10:06 pm
Balm: More or less. I used the same indexed color trick that I've come to rely on for quick cleanup, along with a few other Kiwi tricks. Not a strict following of his method, but this stage isn't as detailed as his example. Next time, though, I probably will stick to it a little more closely.
Also, sup: http://www.livestream.com/combustocrat
Title: Re: Judas STUFF
Post by: FeLo_Llop on November 07, 2012, 03:56:10 pm
There are no words to describe that O_O!!
It's an intelligent way of translating 3D into 2D, which is always a plus :D!
Awesome job!!
Title: Re: Judas STUFF
Post by: [Judas] on November 11, 2012, 05:23:47 pm
Anarchy bars reminded me that I should focus more on a project of mine than a never-to-be-complete fan game. So, thoughts on potential super meter?
(http://25.media.tumblr.com/tumblr_mdbzuvpUl91qb55jzo5_400.gif) (http://24.media.tumblr.com/tumblr_mdbzuvpUl91qb55jzo1_100.gif)(http://25.media.tumblr.com/tumblr_mdbzuvpUl91qb55jzo2_100.gif)(http://25.media.tumblr.com/tumblr_mdbzuvpUl91qb55jzo3_100.gif)(http://25.media.tumblr.com/tumblr_mdbzuvpUl91qb55jzo4_100.gif) The zero may need to glow less, but yeah. That's the gist of it.
An added globe-esque shine still needs to be done and thrown on top of the fire as a separate layer, but whatever. Partially inspired by Diablo II's HUD. I'unno. Reworking the old bars for 720p to match the sprites is something I've been meaning to do for a long time.
Title: Re: Judas STUFF
Post by: balmsold on November 11, 2012, 05:45:17 pm
And it's not a bad progress! They look really great!
Title: Re: Judas STUFF
Post by: balmsold on December 09, 2012, 01:46:18 am
pretty good,what else I can say?
Title: Re: Judas STUFF
Post by: 【 HadeS 】 on December 09, 2012, 01:48:28 pm
Wow, that is a great lifebar, I like the style, the effect on the bars is a nice btw ;D
Title: Re: Judas STUFF
Post by: [Judas] on December 09, 2012, 05:31:10 pm
Thanks, guys. Have a portrait overlay: (http://25.media.tumblr.com/ec94363c7bcee6dc9c20c5f2d482916b/tumblr_merv5nGxRE1qb55jzo1_100.gif)
Title: Re: Judas STUFF
Post by: methiou on December 10, 2012, 12:36:48 pm
i really like your spriting style !! And this lifebar look really professionnal !! here some i try to do something (http://img86.xooimage.com/files/8/d/f/gatling-3a1deed.png) it's a commission from deviantart
Title: Re: Judas STUFF
Post by: Prodigy_LXM on December 14, 2012, 02:21:48 am
I hope you do plan on finishing that! Did you use AfterEffects for the lifebars? I'm asking because I'm still working on my screenpack and having trouble with it.
Title: Re: Judas STUFF
Post by: [Judas] on December 14, 2012, 01:02:12 pm
Methiou: That looks pretty good. The black spots in particular are the main thing this style is all about, and you captured them well. Great job!
BBC: I intended to use AfterEffects, but ended up just using almost every photoshop trick I know. Transparencies and layers, mainly. Lots of noise, a bit of indexed color, and stuff. AfterEffects would have probably made it easier to do, but no... all manual on everything posted here. My AfterEffects skills are pretty nonexistent, so I didn't really feel like adding more stuff I need to figure out onto my agenda. Not yet, at least. The static itself was just a layer on top of a sprite sheet, for instance. Luckily, static is allowed to be random and inconsistent by nature. :P
Also, improved super meter: (http://img.photobucket.com/albums/v471/ruinsofeden/esper-superb_zps84101976.gif) Now with subtle energy effect that kinda looks like clouds for some reason. The original goal was fire to match the super level icons posted a bit back, but I didn't quite reach that. This works, though.
Edit: Old -> New (http://25.media.tumblr.com/ec94363c7bcee6dc9c20c5f2d482916b/tumblr_merv5nGxRE1qb55jzo1_100.gif) -> (http://img.photobucket.com/albums/v471/ruinsofeden/esper-portstaticc_zpsfc058252.gif)
And a test using the same damned palette swap I've been using to test the Anarchy Reigns stage: (http://img.photobucket.com/albums/v471/ruinsofeden/esper-portstatic-test_zps93b1a972.gif)
Title: Re: Judas STUFF
Post by: Prodigy_LXM on December 14, 2012, 07:41:39 pm
Man this shit is marvelous!!!!
Title: Re: Judas STUFF
Post by: [Judas] on December 18, 2012, 08:49:28 pm
Thank you, sir!
Uh... combo counter font. (http://img.photobucket.com/albums/v471/ruinsofeden/esper-combofont_zpse540bf22.gif) I should probably do some actual sprites some time soon, but eh... I'm compelled to finish this stuff first.
An annoyingly downsized version of the prefight intro as of now. (http://img.photobucket.com/albums/v471/ruinsofeden/esper-prefight-test_zps7f981660.gif) God, photobucket. What's the standard for image hosting large-ass images these days? Out of the loop on stuff like this.
Now that I look at it, the FIGHT part seems kinda plain. Maybe keep the static from the first part (minus the DO OR DIE part of it, of course) and have it gradually fade out as the ring expands? Maybe some black bars at the top and bottom at about 50% opacity? Maybe both? I'unno. Ideas, plz
Spoiler, click to toggle visibilty
Also, a (probably) dumb question because I don't feel like making a new topic for it. For Saiki-esque effects that mimic the "multiply" blending mode from photoshop (darker the color, higher the opacity; pure white is invisible), I would need to invert their color scheme in sprite form to look something like pure white CvS effects, then re-invert the palette via programming... yes? I am the graphic guy, and programming is not my thing at all. But that would do the trick, right? Aside from some smooth black effects (like the border on the lifebars I posted a bit back), the way I want to do the static in the pre-fight animation would need it. (http://img.photobucket.com/albums/v471/ruinsofeden/uh_zps6fde4cea.jpg) Two layers of static. One screen, one multiply. For some vague visibility while keeping pure blacks and whites. I'unno.
Title: Re: Judas STUFF
Post by: Jiggeh on December 19, 2012, 12:38:34 am
I think it comes across as a bit dull since it's pretty much the only single part of that whole thing that's completely static. Just having it shake, zoom ever so slightly or just doing... something, synced to the kind of splash thing that pops up behind it would probably do a lot to liven it up.
I use Picasa (Google's image hosting service) for all my image hosting needs, hasn't let me down. The actual Picasa software is pretty great too.
edit: as for the other question, I am not familiar with MUGEN programming whatsoever, but the way "screen" and "multiply" works in Photoshop is very basic stuff, and if MUGEN can do one easily, I'd be surprised if it couldn't do the other. "Screen" adds the R/G/B values of a pixel to the R/G/B values to the pixel underneath it (ie black is 0/0/0 and thus transparent, any lighter colour will increase the value making the final result lighter), "multiply" multiplies the two values (ie black multiplies any R/G/B value with zero with the end result being 0/0/0 - black, white multiplies it with 1/1/1 = no change). Er, I don't know if that actually helps you any, but it sounds to me like the method you're describing is incredibly roundabout. Again I know nothing of what MUGEN can do, but I know it does additive blending ("screen") so I would kind of assume it could do other types of blending without the use of arcane magics and/or silly workarounds. I guess you'd need someone who knows what they're talking about to help you, though. :P
Title: Re: Judas STUFF
Post by: [Judas] on December 19, 2012, 08:21:55 pm
This time intentionally truncated: (http://fc07.deviantart.net/fs71/f/2012/354/1/f/pre_fight_wip_by_combustocrat-d5olvq6.gif) Also missing the DO OR DIE part for size purposes. Better, but it still feels like it's missing something. gfdjgklasdj;flksdfdwe
Title: Re: Judas STUFF
Post by: LurkMoar on December 19, 2012, 08:53:37 pm
the combo counter font needs some improvements. for example, the numbers need to look more shattered/slashed. an obvious one would be the "3" which looks like a regular "3" with some black lines going through it. this is just my view on the matter.
Title: Re: Judas STUFF
Post by: TRUEMicah on December 19, 2012, 10:15:49 pm
The font doesn't "need" cracks... Honestly, they look fine IMO. As a matter of a fact, everything from the bars to the combo font looks astonishing.
You could make the "FIGHT" more of a brighter red, add 2-3 flashes before the font fades away, give "FIGHT" different transitions to fade offscreen, etc. Just throwing out some ideas. :P
I love how all of your work is custom made and does not clash. You have immense motivation and great sources of inspiration. Keep it up, I can't wait to see what you do next. :yes:
Title: Re: Judas STUFF
Post by: Cybaster on December 20, 2012, 04:53:37 pm
You really a boss of graphical design. I really love coming here every few days and seeing the progress with your lifebars dev. :)
Title: Re: Judas STUFF
Post by: [Judas] on December 22, 2012, 05:24:46 pm
Combo counter is meant to essentially have the P4U font effect. I'll be tweaking it eventually, but the current level of broken-ness is what I'm after. Not really meant to be shattered, just slightly messed up. Changes down the line, yes, but nothing extreme. Issues with the 3 are noted.
Taking a break from the screenpack-related stuff for a quick test of the new ESP.er sprite style: (http://img.photobucket.com/albums/v471/ruinsofeden/solspritetest_zpsb93055eb.gif) Drawn over Akihiko for the time being. After working on a few more things I've got going on, expect a fakeshot. :P
Tip related to a future update: Spriting backgrounds is a pain.
Edit: Oh, yeah. Sol's design has changed a bit since the last batch of sprites I showed off. Everyone's has, really.
Title: Re: Judas STUFF
Post by: Balthazar on December 22, 2012, 05:39:37 pm
Looking boss, man! Looks totally legit ^^!
Title: Re: Judas STUFF
Post by: Prodigy_LXM on December 22, 2012, 08:41:54 pm
I could learn a thing or two from you (spriting backgrounds) I MUST WATCH YOU WORK!!!! >:[
Title: Re: Judas STUFF
Post by: [Judas] on December 22, 2012, 09:38:07 pm
Would livestreaming the background progress interest you dudes at all? It's at an early sketch stage now, so....
Title: Re: Judas STUFF
Post by: Drex on December 22, 2012, 10:29:51 pm
Hell yeah. Been wanting to make this original stage in my head for a while now. It'd be great to watch once come to life from beginning to end.
Title: Re: Judas STUFF
Post by: [Judas] on December 25, 2012, 05:40:09 am
Been kinda busy with holiday-related stuff, so have an attempt at replicating the JoJo's Bizarre Adventure HD filter for now: (http://img.photobucket.com/albums/v471/ruinsofeden/elizabethlinetest_zpsec5ea5b4.gif) Probably the most Jojo-esque design of P4 Arena with a quick palette inspired by Anita. Uh. It didn't turn out quite like I wanted, but give it time. If this look is applicable, it may become a part of the ESP.er style. Then again, it might clash with the look I already have. Further study is necessary.
Noise, spatter, motion blur, clear lightest shade, feather selection, 50% multiply, and a bunch of random color adjustment for those wanting to try their own experimenting. Done as a sprite sheet for the sake of randomness in the lines. Also, indexed color for days and days.
Title: Re: Judas STUFF
Post by: ink on December 25, 2012, 05:51:56 am
Very awesome!
Title: Re: Judas STUFF
Post by: Prodigy_LXM on December 25, 2012, 09:29:22 am
yes! I'd watch the hell out of that livestream!!!!
Title: Re: Judas STUFF
Post by: Alex Sinigaglia on December 25, 2012, 10:40:16 am
That's awesome! I like that manga shading!
Title: Re: Judas STUFF
Post by: LurkMoar on December 25, 2012, 01:10:51 pm
awesome replication!
Title: Re: Judas STUFF
Post by: Balthazar on December 25, 2012, 03:29:24 pm
hell yeah, that's some interesting stuff to add to sprites :) But with adding the motion blur, although indexing afterwards, wouldn't it give palette problems? Using noise and motion blur usually adds tonnes of colors, even when you index them there's bound to be lots of differences per sprites?
Title: Re: Judas STUFF
Post by: [Judas] on December 25, 2012, 05:30:47 pm
The only way I've managed to achieve the look is by indexing each step of the way and working in greyscale before adding the actual colors. Even then, it can be quite a few shades per color. Let's test this with some quick photoshop stuff:
(http://img.photobucket.com/albums/v471/ruinsofeden/kanji1_zpsa6ea726f.gif) Original sprite of Kanji from P4A.
Split that into two layers for use later. (http://img.photobucket.com/albums/v471/ruinsofeden/kanji2_zps2fa6d29e.gif)(http://img.photobucket.com/albums/v471/ruinsofeden/kanji3_zpsa0087442.gif) The shading and the flats. Everything else being done is going to apply to the shades. Palette tweaking and stuff can be done later. Yes, these are the purples that I use for the ESP.er sprites these days if anyone was wondering. Minus the black outline, because I didn't feel like editing anything. Just a super quick test. The shades have some in-betweens that are atypical of my usual stuff, and their purpose is solely to make the effect look slightly more smooth. Take that sprite (complete with the new mid shades) and throw them in a new file. Convert from RGB to indexed -> exact colors. Just to establish this palette for the coming step.
Back in the original document, make a new layer. Fill it with 50% grey, then it's filter time. Add noise, spatter a couple of times, and a motion blur. Using the purple-y shaded layer, select the lightest tone and the color that's going to eventually be transparent. On the effect layer, delete that shit. I didn't mess with refining the outline like I did with Elizabeth this time, for the sake of speed. Multiply at about 50% opacity, copy the whole thing to a new file. Convert to indexed color, this time with the "previous palette" setting. You should get something like this: (http://img.photobucket.com/albums/v471/ruinsofeden/kanji4_zps627bccdb.gif) Not exactly like that, though. I didn't like the boldness of the lines as they were, so I put the whole thing over the line-less version at about 50% opacity. It added an extra shade or two, but kept the dark outlines. That could have been avoided with the black outlines of the ESP.er sprites, but whatever. I'm still working out the kinks.
Set that to multiply over the flats we made earlier, and BAM: (http://img.photobucket.com/albums/v471/ruinsofeden/kanji5_zps1eaacb83.gif) This is without any palette tweaking. It ends up being about 8 tones per color, which is almost too much. This still needs further experimenting to truly refine the technique without blowing the palette way the hell up. It would probably work best with stuff that isn't already as heavily color-separated as P4A. It would probably also look best with black outlines like the original JoJo sprites to which the real thing is applied. A true step-by-step will come when this is perfected.
....you know, this almost looks like the filter used in those Final Fantasy Tactics PSP videos. I suppose that might be replicated much the same way. Future study?
Title: Re: Judas STUFF
Post by: _Kronos_ on December 25, 2012, 09:39:25 pm
For the black outline you could use Photoshop stroke set to 1 then, position Inside.
Spoiler, click to toggle visibilty
(http://i61.photobucket.com/albums/h58/_kronos_/outlineblack_zps2a288c86.gif) no outline (http://i61.photobucket.com/albums/h58/_kronos_/jn000_00_zps06546f00.gif) static (http://i61.photobucket.com/albums/h58/_kronos_/jin-static_zps235c552e.gif)
This was done with a different method to yours , I looked at the file you posted elizabeth good work cleaning up the index.
here is the files for after effect if you interested.
Spoiler, click to toggle visibilty
http://www.sendspace.com/file/p9gxg1
Two ways to get by this filter one is cleanup the index like you did. the other creating a masked layer this would make the sprite twice as big in file. This method would save up time and not alter the sprite or its index.
Title: Re: Judas STUFF
Post by: [Judas] on December 25, 2012, 10:59:08 pm
Which leads me to a random question that I assume has a "no" answer: Can layer masking be done in MUGEN? Something like the extra effect that always shows over Arakune's lower half in the Blazblue games. For that matter, what about selective alpha blending? Again, Arakune. His sprites have that aura pixeled around him that shows up like a perpetual helper. I'd like to do an aura like Demitri's with that sort of effect, but I wouldn't want to double the size of the SFF for a separate aura sprite for every single frame that would also need to be properly aligned. That just seems like a colossal pain in the ass for a visual effect. That's why the ESP.er sprites posted earlier in the thread have colored outlines around them. The plan was to fake an aura by having a toned down version of the Alpha 2/3 custom combo/V-ism shadow trail in the same color as the outline. I always envisioned the cast with auras like Phantom Dust to show that they're otherworldly powerful, but never knew how to properly go about that with MUGEN.
Spoiler, click to toggle visibilty
The Phantom Dust aura in question: (http://image.gamespotcdn.net/gamespot/images/2003/xbox/phantomdust/0912/phantom_screen003.jpg) More of a glow, really. Slight Akuma/Demitri energy flow would be added, but only if I can figure out a way to make it not double the SFF while still being alpha blendable. The V-ism shadow idea mentioned above paired with an energy aura effect helper rendered behind the sprites? I'm close to abandoning the aura idea entirely, minus supers. Supers would be an acceptable place to have a bunch of unique aura sprites, I think. It'd convey just how super the moves are. Or something.
Title: Re: Judas STUFF
Post by: Just No Point on December 26, 2012, 01:26:40 am
I'm still learning and haven't tried it yet but 1.0 has a new function called remappal (http://www.elecbyte.com/mugendocs/sctrls.html#remappal) that is used to allow Gill's 2 sided colors. This could also be used for Demitri's aura (which I was going to test after finishing my Dee rips).
Basically you would have 2 pallets exactly the same except the color that needs to blink. And the character would be coded to alternate his pal each tick at all times.
Again, I haven't tested it. But from what I've read in the help section and my current understanding that'd be possible. Even in custom states!
Title: Re: Judas STUFF
Post by: [Judas] on December 28, 2012, 06:28:40 pm
Nah, not the yellow/orange flicker. That does make for some really fun ideas, though. Asymmetrical palettes, for instance. I meant something like Arakune, here: (http://www.fightersgeneration.com/nx/chars/arakune-reading.gif) His aura is part of his main sprite, yet it has alpha transparencies when animated in game. Is that possible in MUGEN, or would I need to do an entire set of aura sprites to set as a perpetual helper? I like the effect, but I'd rather fake it somehow if it means doubling the size of an HD sprite set.
Also, this: (http://img.photobucket.com/albums/v471/ruinsofeden/esperflame-lv3_zps2cb7917d.gif)(http://img.photobucket.com/albums/v471/ruinsofeden/esperflame-lv3-b_zpsc91d4723.gif)(http://img.photobucket.com/albums/v471/ruinsofeden/esperflame-lv3-c_zps76740354.gif) Old -> New -> Newer I don't know if I like the new one better, or if it just makes it annoying. 3 is max level, and I wanted to convey that... but that might not be the way I want to go about it. Aside from the little ring burst, there are duplicate 3s. One floats up, one drops down. Tried to make them subtle, but they might just be too subtle. The third is the same as the second, now with duplicates going left and right. That doesn't look right to me, but it may just be me being overly self critical again. I hope so. Even if it is, the old one still works.
Title: Re: Judas STUFF
Post by: The Fisher King on December 28, 2012, 08:36:20 pm
Is that possible in MUGEN, or would I need to do an entire set of aura sprites to set as a perpetual helper? I like the effect, but I'd rather fake it somehow if it means doubling the size of an HD sprite set.
This would be the way to get that kind of effect (and the most tough one) and you can apply transparency and such. I don´t think the other way is possible thought
Title: Re: Judas STUFF
Post by: [Judas] on December 28, 2012, 10:56:05 pm
Damn. Wishful thinking, I guess. A test of the aforementioned fake V-ism "aura," then: (http://img.photobucket.com/albums/v471/ruinsofeden/yutest_zps8a2ceea3.gif) God, that looks terrible on a white background. That's with the return to the one pixel extra outline from the first post's early sprites. Then a trio of shadows at varying opacity. I assume that can be done, at least. Again, I am MUGEN dumb. A single pixel higher than the sprite they're following in Yu's case, but that's not really a requirement of the fake aura. 80%, 60%, and 40% visibility, maybe. Maybe higher. I won't know until I it's tested. Is that even worth the extra code? Or does it look weird (and not in a good way)?
Title: Re: Judas STUFF
Post by: Alex Sinigaglia on December 28, 2012, 11:18:01 pm
(http://img.photobucket.com/albums/v471/ruinsofeden/esperflame-lv3_zps2cb7917d.gif)(http://img.photobucket.com/albums/v471/ruinsofeden/esperflame-lv3-b_zpsc91d4723.gif)(http://img.photobucket.com/albums/v471/ruinsofeden/esperflame-lv3-c_zps76740354.gif) Old -> New -> Newer
I prefer the old one. The other ones are too vivid.
Title: Re: Judas STUFF
Post by: BIG BOSS on December 28, 2012, 11:50:02 pm
Let me get this strait, your making a full game or different add-on's. I really like the effects your coming up with and wish the best.
Title: Re: Judas STUFF
Post by: [Judas] on December 29, 2012, 02:12:30 pm
Trying for a full game. I honestly really don't want to do it for MUGEN, but I'm solely a graphics guy. Probably going about it all the wrong way, but I haven't pitched anything to any programmers yet. I'd like to have enough ready for at least a demo before I even try that. Something.
Title: Re: Judas STUFF
Post by: ink on December 29, 2012, 08:36:01 pm
Trying for a full game. I honestly really don't want to do it for MUGEN, but I'm solely a graphics guy. Probably going about it all the wrong way, but I haven't pitched anything to any programmers yet. I'd like to have enough ready for at least a demo before I even try that. Something.
Same here! I am try to work towards a commercial game, getting everything together for it is taking forever because of work and life though...
Excited to see more from you!
Title: Re: Judas STUFF
Post by: Prodigy_LXM on December 29, 2012, 08:52:25 pm
Join the club guys lol. X-Prophecy is all I work on now. . . :(
Title: Re: Judas STUFF
Post by: [Judas] on December 30, 2012, 12:41:13 am
A few more programming questions to add to my countless others, both already asked and yet to be asked: -Are any movie files (avi, mp4, whatever... any format, really) supported for use as game intros, arcade endings, etc.? -Capcom JoJo's Bizarre Adventure arcade story scenes... possible? Perhaps as extended character-specific intros? -Character-specific arcade paths? -Palette select sub-menu on the character select screen?
If it's not obvious by the nature of my questions this time, ESP.er is intended to be as cinematic an experience as a fighting game allows. The ultimate goal would be somewhere between new Mortal Kombat's story mode and PSX JoJo's "Super Story Mode," but I'm quite certain those are beyond the bounds of MUGEN, even in a closed game. Likewise for the current standard of combo trials, time attack, and challenge missions.
I'm also willing to bet Vampire Savior round management and single healthbar survival mode can't coexist, but am again unsure. I've seen stage previews in place of stage names by way of a special "font" in a few closed games, most recently CvtW, so that question has an answer already. There are several others that I'm sure have answers that won't agree with my goals. Hence the current focus on getting a manageable fighting game together to pitch to the world outside of MUGEN. In a perfect world, I'd have Shoji Meguro, Daisuke Ishiwatari, and/or Akira Yamaoka on board for soundtrack purposes, but uh.... yeah right. Then again, Skullgirls got Michiru Yamane, so anything is possible.
Rambling aside, have this: (http://img.photobucket.com/albums/v471/ruinsofeden/lunawip_zps7a24064b.gif) I intended to wait to show this quick get-hit for the fakeshot after a stage is complete, but I'm debuting it here for assistance purposes. As one of the four (five including the boss) characters to have never been shown in sprite form, she doesn't have a decided-upon color scheme. Somewhere between Street Fighter's Rose, KoF's Elizabeth, Persona's... uh, Elizabeth (ha!), Soulcalibur's Viola and Amy, Vincent Valentine, and a few other inspirations, I came across this. It currently seems too vibrant. It has the slight color differences for color separation purposes down the line, but yeah. Something along these lines is the goal, but any ideas are welcome. She's the stoic mystic type, and her abilities are themed around the moon. Leona's moon slasher is set to appear in her movelist, but that's about all I can say for now. Palettes are created with the same method shown in the Kanji test above. Modifications can be made, but that'll generate the usual starting point. Any and all help would be nice, as I'm currently drawing a blank. Also, forgive the unceremonious introduction of miss Luna as a single frame gethit. :P
Title: Re: Judas STUFF
Post by: LurkMoar on December 30, 2012, 06:37:48 pm
it's perfect, but the jacket looks weird (the back part only)
Title: Re: Judas STUFF
Post by: -SyN- on December 30, 2012, 07:16:52 pm
Quote
-Are any movie files (avi, mp4, whatever... any format, really) supported for use as game intros, arcade endings, etc.? -Capcom JoJo's Bizarre Adventure arcade story scenes... possible? Perhaps as extended character-specific intros? -Character-specific arcade paths? -Palette select sub-menu on the character select screen?
1. No 2. No unless for full game purposes, you can code them into a character as an intro or winpose for I have done it before and so has RedNavi with his CVSW projects 3. No 4. NO, but in mugen 1.0 if your character is using the sffv2 file format, then you can included as many pals as you want but they will have to be selected in game. A few Authors coded a pal selection chart thats present during their characters intro for additional pal choices but other than that, its still goes bu what button you press and the default limit is 12.
Quote
I'm also willing to bet Vampire Savior round management and single healthbar survival mode can't coexist
for full game purposes, It is possible via custom character system coding and I have done this as well. I was planning on making such a system for some future projects of mines plus I did something similar just to test for a friend of mines screenpack showing off the vampire savior type round system. I can provide a video shortly to backup what I am explaining.
Spoiler, click to toggle visibilty
Hi Samanosuke of the Saito Clan! Probably dont remember me but I went by the name Sinasta1 who made the shitty insane hiryu in the past. Just messing with ya. Nice to see you again.
Posted: December 30, 2012, 07:54:00 pm I know in Darkstalkers 3, the lifebar dont fill up after the opponent loses a round, but they get back up and the next round starts. anyway:
http://www.youtube.com/watch?v=Vv7crgxpTU
Just showing you it can be done via full game only or some serious modifications but in your case, fullgame only. Posted: December 31, 2012, 09:01:32 pm Sorry, the link was broken. http://www.youtube.com/watch?v=Vv7crgxpTUs
Title: Re: Judas STUFF
Post by: [Judas] on January 05, 2013, 10:20:03 pm
Story sequences in full games is the main thing I took away from that. Of course, without individualized arcade routes, that kinda limits my options. Hrm. The Vampire Savior round style is a must, though. What I had in mind was actually probably closer to what was used in CFAS before it got scrapped. When the health meter is drained, it cuts to a quick cutscene-esque "I'm not done yet!" animation. I like that. A lot. My version would involve the same quick animation, though probably closer to SF4's continue screen animations than what was used in CFAS: http://www.youtube.com/watch?v=bnmLbsWx9I4 After BREAK flashes on the screen. I intend to go the SF4/SSF4 retry route: http://www.youtube.com/watch?v=k4r2lhRNSgQ A static-filled BG to accommodate the lack of full 3D backgrounds behind them, though. And to continue the static-y tv motif I have going on. Speaking of, have the early select screen overlay. To be shown again when the select screen itself isn't in super obvious WIP mode: (http://fc05.deviantart.net/fs71/f/2013/005/a/9/more_esp_er_stuffss_by_combustocrat-d5qje1r.gif) Probably tired of seeing manufactured static by now, eh?
Title: Re: Judas STUFF
Post by: BIG BOSS on January 06, 2013, 12:49:22 am
Nope and if you could one day, give a tutorial on how you created that.
Title: Re: Judas STUFF
Post by: -SyN- on January 06, 2013, 11:57:15 pm
The round system you are aiming for is possible Judas but would require additional coding to characters and since this for a fullgame project of yours the that opens alot more possibilities and less restrictions since everything will be in a closed environment. So yeah I can say that your idea is highly possible.
Story mode, well as far as path set by a users choice from start, midway in the game, etc rather than what mugen randomly chooses, that's out of the question, but story scenes and all, like I said earlier can be implemented via character intros before a round starts, not a seperate storyboard intro if I confused you, and can be coded as a winpose.
Title: Re: Judas STUFF
Post by: [Judas] on January 07, 2013, 04:03:16 pm
Hm... I might be able to do something close to my original goal after all. Thanks, Syn. That video you posted also inspired me a bit for my DANGER indicator. More on that in the next post. For now, though, another Q. The whole remappal thing got me thinking about battle damage. Would remappal be usable in such a capacity? Example of what I'm considering: (http://img.photobucket.com/albums/v471/ruinsofeden/uh_zps971bc670.png) If I render the set like the first image, can remappal be used to show the middle palette for the first round, then the far right one for the second? Possibly with states. I always liked that little trick in Dead Dance (which is infinitely superior to its localized version, Tuff E Nuff). AoF (or even Rumble Fish) battle damage would be nice, but that would take a ton more work and trickery. No thanks. A split lip or a black eye are easy enough to pull off, if programming tricks allow.
I spend too much time worrying about the little details, I think.
Title: Re: Judas STUFF
Post by: -SyN- on January 07, 2013, 05:06:50 pm
its possible as long as everything is within the palchart using separate colors thats similar to the original color like the skin in the second image and when your conditions is met, the pal can be changed during a match to show damage like in the first and last image. Also I like where you are going with this. But becareful, color separating for things like this can easily use a lot of space in the pal chart but still thats the way to go.
Title: Re: Judas STUFF
Post by: Helios. on January 10, 2013, 09:17:06 pm
I spend too much time worrying about the little details, I think.
In this case I think you may be right. Adding signs of damage and (probably) extra animations for a player state that likely won't last all that long is a waste of time for a one-man project. Even if you are just looking at a bit of layer work for every sprite you still have to recheck everything to see if it animates well, as well as exposing yourself to a greater likelihood of stray pixels and general graphical garbage.
Title: Re: Judas STUFF
Post by: -SyN- on January 10, 2013, 09:28:32 pm
I strongly disagree with the post above.
The smallest of things helps polish a project to its full potential and characters having such a feature as the above makes it far more unique that the regular material you see released on a daily basis, plus this is for your own works which is in a closed environment so yeah I would say you are worrying too much about the smallest things, its more like you are pushing the engine to its max potential and using the sffv2 pal format means you can add an unlimited amount of pals to a character and the ability to change pals in game is perfect for what you are trying to accomplish. In the end its all about what you are trying achieve and all you are doing is seeing how far can you go with your plan by seeking advice and direction from those who have experience with the new engine.
There you have it. I for one would like to see this project of yours come to light sometime in the future and please don't worry yourself about minor details.
Title: Re: Judas STUFF
Post by: Bastard Walt on January 10, 2013, 11:59:43 pm
I spend too much time worrying about the little details, I think.
In this case I think you may be right. Adding signs of damage and (probably) extra animations for a player state that likely won't last all that long is a waste of time for a one-man project. Even if you are just looking at a bit of layer work for every sprite you still have to recheck everything to see if it animates well, as well as exposing yourself to a greater likelihood of stray pixels and general graphical garbage.
I strongly disagree with the post above.
The smallest of things helps polish a project to its full potential and characters having such a feature as the above makes it far more unique that the regular material you see released on a daily basis, plus this is for your own works which is in a closed environment so yeah I would say you are worrying too much about the smallest things, its more like you are pushing the engine to its max potential and using the sffv2 pal format means you can add an unlimited amount of pals to a character and the ability to change pals in game is perfect for what you are trying to accomplish. In the end its all about what you are trying achieve and all you are doing is seeing how far can you go with your plan by seeking advice and direction from those who have experience with the new engine.
I spend too much time worrying about the little details, I think.
In this case I think you may be right. [hard work] is a waste of time for a one-man project.
I strongly disagree with the post above. [ ... ] please don't worry yourself about minor details.
:stare:
Title: Re: Judas STUFF
Post by: -SyN- on January 11, 2013, 02:47:11 am
It's clear you misunderstood that bold statement rather than trying to...... ......forget it, I forgot I am in mugenguild.....
Let me re-word that bold statement. Please don't stress yourself over minor details. In otherwords I was saying don't let something stop you from what you are trying to accomplish.
or is there a problem with that you feel like you have to point out?
again...
Title: Re: Judas STUFF
Post by: Prodigy_LXM on January 11, 2013, 04:31:33 am
does arguments always happen in mugenguild? I've been seeing a lot lately. . .
Title: Re: Judas STUFF
Post by: Jmorphman on January 11, 2013, 07:10:02 am
It's clear you misunderstood that bold statement rather than trying to...... ......forget it, I forgot I am in mugenguild.....
Let me re-word that bold statement. Please don't stress yourself over minor details. In otherwords I was saying don't let something stop you from what you are trying to accomplish.
or is there a problem with that you feel like you have to point out?
again...
What? Come on, there's no hostility here, not unless you want there to be. We're having a nice civilized conversation here. As for the battle damage stuff, it looks good and seems easy enough to implement without much fuss, but I really can't know for sure; I'm not a spriter.
does arguments always happen in mugenguild? I've been seeing a lot lately. . .
Arguments are natural when you have any number of people talking with one another. They shouldn't be discouraged (unless of course they get out of hand)
Title: Re: Judas STUFF
Post by: Prodigy_LXM on January 11, 2013, 07:12:34 am
i know but jeez :(
Title: Re: Judas STUFF
Post by: TRUEMicah on January 11, 2013, 09:31:33 am
Well, this is the internet so yea. :P
Title: Re: Judas STUFF
Post by: -SyN- on January 11, 2013, 11:24:01 am
Not to mention that I love being pointed at as far as the one who initiated the argument.....
But whatever, my counter response from earlier was to clear up something that many people here in mugenguild have a bad habit of making a silly issue of something so petty due to lack of understanding on their part. But im here to talk about Judas projects which I was since the begining, sadly I fell victim to someones e-penis ego trip...
Title: Re: Judas STUFF
Post by: [Judas] on January 11, 2013, 03:48:16 pm
The spriting end of the little-bit-o-blood battle damage is essentially effortless. It's the programming end I know zero about. I also sorta wanted to have a slightly different stance animation for the last bit of the last round as another clear visual indicator that you're about to die/you have access to the instant kill mechanic now so USE THAT SHIT. My end of both of those is simple as can be. Going full scale battle damage with helpers and doubled sprite sets and stuff like that would be a giant pain, so I'm not even considering all of that.
Simple like Dead Dance: http://www.movie-censorship.com/report.php?ID=696769 Scroll on down to the "injuries during the fight" section. Nothing would even need a resprite. Just some palette trickery.
Title: Re: Judas STUFF
Post by: Jmorphman on January 11, 2013, 04:11:01 pm
But whatever, my counter response from earlier was to clear up something that many people here in mugenguild have a bad habit of making a silly issue of something so petty due to lack of understanding on their part.
walt posted an emoticon. That's literally it. Then you rephrased it and everything would've been fine, but then you had to go and include that little dig. If anything, you are trying to make a silly issue of something. Not anyone else.
But im here to talk about Judas projects which I was since the begining, sadly I fell victim to someones e-penis ego trip...
We were all here to talk about that too. Even walt. There was no "e-penis ego trip", that's absolutely ridiculous. Now let's go back to discussing things that actually pertain to the topic.
I also sorta wanted to have a slightly different stance animation for the last bit of the last round as another clear visual indicator that you're about to die/you have access to the instant kill mechanic now so USE THAT SHIT.
That would be neat too.
Title: Re: Judas STUFF
Post by: Bastard Mami on January 11, 2013, 04:28:55 pm
The spriting end of the little-bit-o-blood battle damage is essentially effortless. It's the programming end I know zero about. I also sorta wanted to have a slightly different stance animation for the last bit of the last round as another clear visual indicator that you're about to die/you have access to the instant kill mechanic now so USE THAT SHIT. My end of both of those is simple as can be. Going full scale battle damage with helpers and doubled sprite sets and stuff like that would be a giant pain, so I'm not even considering all of that.
Simple like Dead Dance: http://www.movie-censorship.com/report.php?ID=696769 Scroll on down to the "injuries during the fight" section. Nothing would even need a resprite. Just some palette trickery.
its's easy todo, I did it for samus as well as raiya/blair; the only time consuming part is the spriting, which I assume you know exactly how long and how much effort can take.
Title: Re: Judas STUFF
Post by: Helios. on January 12, 2013, 02:03:32 pm
What I was trying to say is that the sprite-end could be a hassle, and that you'd basically have to go over each and every sprite with a bit of layer work and likely some new frames to portray nearly keeling over for, if I remember correctly, animations that you'd like as smooth as those of SF3. It could lead to some unforeseen complications at any level of skill. The code itself is simple and just about anyone can do it.
How this turned into a page long debate is beyond me.
In any case, if you feel that you can pull it off then by all means go for it.
Title: Re: Judas STUFF
Post by: [Judas] on February 16, 2013, 09:13:07 pm
(http://img.photobucket.com/albums/v471/ruinsofeden/foulu_zps94148832.gif) Edited Fou-Lu into a more CvS-esque style. Also, sprite commission stuff is in the first post now. Expect more ESP.er-related stuff again.
Title: Re: Judas STUFF
Post by: Matthew on February 16, 2013, 09:47:29 pm
Beautiful.
Title: Re: Judas STUFF
Post by: BIG BOSS on February 17, 2013, 02:27:54 am
Beautiful.
Title: Re: Judas STUFF
Post by: Cybaster on February 18, 2013, 02:26:06 pm
Perfect. :)
Title: Re: Judas STUFF
Post by: GOH on February 18, 2013, 02:33:47 pm
I think the head/chest movement of leaning forward looks a bit unnatural. Otherwise, good stuff.
Title: Re: Judas STUFF
Post by: -SyN- on February 18, 2013, 06:03:23 pm
I was wondering where you went to. Hope to see more of your works and updates to planned projects.
Title: Re: Judas STUFF
Post by: LurkMoar on February 20, 2013, 02:02:54 pm
that's some really fluid animation!
Title: Re: Judas STUFF
Post by: [Judas] on March 08, 2013, 04:12:45 am
Alright, so... I don't have any of my ESP.er stage ideas really finalized yet, but I want some stage practice for when I do. Backgrounds are admittedly a weak point of mine, but I'm hoping to rectify this. Before I jump on some of those wholly original beasts, I want to get my bearings with some 3D-to-2D recreations, but I can't make up my mind on which ones. I have narrowed it down to these:
Spoiler, click to toggle visibilty
Uh... some of these may be spoilers if you haven't played the games. Ye be warned. Utopia of the Blessed, Soulcalibur V:
Bari Shur Coliseum - Eclipse, Anarchy Reigns:
The bright and sunny version from the fight before this might come as an added bonus, depending on how it goes.
The Crucible, Darksiders II:
Hollow Vergil, DmC: Vergil's Downfall:
Specifically, the black-rained version that starts around 1:25. KoF-styled variant stages might be easily done.
Sein/The Ruins, Phantom Dust:
Video quality is crap, but it's an 8-year old game that maybe five people (including myself) have ever even played. It's the odd man out of this bunch, but I loooove Phantom Dust and have to include it as an option.
I'm not sure which of these people would actually use, so I need a little help deciding. The whole purpose of a stage is to be fought in, and I don't want to make graphics for something that no one would use. A livestream of the actual drawing may or may not happen. Also, what are the norms in MUGEN these days, size wise? Are people using 720p, or is 640x480 still the most common? Super jump or no, wide vs. narrow, yadda yadda. Include it in the feedback and help me pick a stage to do. Yeah.
Also, in case any one missed it, commission info is in the first post of the thread. Will sprite for moneys.
Title: Re: Judas STUFF
Post by: [Judas] on March 09, 2013, 03:28:07 pm
(http://25.media.tumblr.com/5c33e2b0756d2eca51fa1aafac7b7b35/tumblr_mjedepeQO81qb55jzo1_250.png) Things I learned while doing this commission: -Anarchy Reigns designs are incredibly fucking complex. -Multiple in-between shades are fun. -I once played with the idea of doing an Anarchy Reigns fan game. I no longer want to do that. -Sasha Ivanoff has a neat "boob window." -"When Mind" is quite catchy. -I should have charged more for this one OHLAWD. -Playing Anarchy Reigns is very detrimental to productivity while trying to sprite.
Title: Re: Judas STUFF
Post by: Cybaster on March 09, 2013, 04:42:45 pm
Wow, splendid.
I'd probably put her pupil one or two pixels to the left, as she seems a little cross eyed here, but maybe that's just the angle of the sprite.
Title: Re: Judas STUFF
Post by: balmsold on March 09, 2013, 06:58:03 pm
dude thats sick! pretty good
Title: Re: Judas STUFF
Post by: Bastard Walt on March 11, 2013, 06:49:20 pm
woohohohohoaaaa
Amazing detail man, congrats.
Title: Re: Judas STUFF
Post by: [Judas] on April 06, 2013, 04:33:59 pm
After going through my files, I happened across an unfinished piece from about a year ago: (http://img.photobucket.com/albums/v471/ruinsofeden/jurijunk_zps94657cbf.png) I don't remember why the hell I chose the random size for it, or why I dithered in some places. In any event, I'm not going to finish it. If anyone else wants to finish it and use it for something, feel free. It's not what I wanted to post, but the sprite side of my art productivity has been pretty low aside from a few paying gigs I can't discuss. This will have to do in the meantime.
Title: Re: Judas STUFF
Post by: Karasai on April 06, 2013, 06:02:20 pm
That's.....not finished?! :gonk:
Title: Re: Judas STUFF
Post by: Alex Sinigaglia on April 06, 2013, 07:26:28 pm
Maybe the belt is not finished, but to me it looks pretty much completed.
Title: Re: Judas STUFF
Post by: Just No Point on April 07, 2013, 01:40:07 am
That's awesome. Now make all the rest of the sprites that can go with it! =D
Title: Re: Judas STUFF
Post by: LurkMoar on April 08, 2013, 02:02:53 pm
looks finished to me.
Title: Re: Judas STUFF
Post by: RamzaNeko on April 08, 2013, 04:56:25 pm
(http://25.media.tumblr.com/5c33e2b0756d2eca51fa1aafac7b7b35/tumblr_mjedepeQO81qb55jzo1_250.png) Things I learned while doing this commission: -Anarchy Reigns designs are incredibly fucking complex. -Multiple in-between shades are fun. -I once played with the idea of doing an Anarchy Reigns fan game. I no longer want to do that. -Sasha Ivanoff has a neat "boob window." -"When Mind" is quite catchy. -I should have charged more for this one OHLAWD. -Playing Anarchy Reigns is very detrimental to productivity while trying to sprite.
boobs are too high placed
Title: Re: Judas STUFF
Post by: [Judas] on April 11, 2013, 05:50:24 pm
God damn. I did mess up that chest. Hrm. Eh. I honestly don't feel like fixing it. Haha. It's definitely jacked, but I'm done working with that. Maybe I'll correctly redo it eventually, but not today.
In other news: (http://img.photobucket.com/albums/v471/ruinsofeden/cerebella_zpsd18bf89f.png)
Spoiler, click to toggle visibilty
Converted from a legitimate SG frame in a very short time. When they were hiring for the DLC characters' animation jobs a little bit back, they through out two test PSDs. One for animation, one for frame cleanup. The cleanup artist tryout exam thing included a frame from Cerebella's stance at full size for comparison's sake. It looks like this: (http://img.photobucket.com/albums/v471/ruinsofeden/cerebella1_zpsbc0660ed.png)
After making a somewhat decent palette to use for a smaller color count, resizing 50% bilinear, and indexing it to that palette, this sprite adaptation is pretty close to done with no real work involved whatsoever: (http://img.photobucket.com/albums/v471/ruinsofeden/cerebella2_zpsad328fbb.png)
Luckily, the cleanup test included the actual flat working colors used in game. They look goofy, but make palette separation a breeze: (http://img.photobucket.com/albums/v471/ruinsofeden/cerebella3_zps48674beb.png)
Go ahead and steal colors from her default palette: (http://img.photobucket.com/albums/v471/ruinsofeden/cerebella4_zps94bc4a39.png)
And do some slight color tweaking to better emulate the look from the game: (http://img.photobucket.com/albums/v471/ruinsofeden/cerebella_zpsd18bf89f.png)
This is a half an hour of work, if that. I'll try it a few more times with a few different color count options. As it stands, the separated palette is 100 colors. A little bit more planning and a little bit more clean up could make this perfect, but it still looks pretty great for almost no effort.
....I gotta get my hands on that Digital Art Compendium for the frame dump. If I do, I'll perfect this method and start conversion for whoever wants to program. HRRRRM.
Edit: Something went screwy after converting from greyscale, and I didn't notice until now. OOPS. Replaced spriteeeees
Title: Re: Judas STUFF
Post by: Bastard Walt on April 11, 2013, 07:26:32 pm
Sometimes I find your proficiency in these subjects SCARY :uhoh:
... and slightly sexy.
Title: Re: Judas STUFF
Post by: Karasai on April 11, 2013, 10:25:14 pm
....I gotta get my hands on that Digital Art Compendium for the frame dump. If I do, I'll perfect this method and start conversion for whoever wants to program. HRRRRM.
Welp looks like I should stop respriting Filia now.
Just kidding the sprite looks great. Do you make your own palettes? Because your's are so bright and crisp looking!
Title: Re: Judas STUFF
Post by: [Judas] on April 11, 2013, 10:36:41 pm
Walt: This was made incredibly easy just because of how great the lines and shading are to begin with. Indexed color method is fan-frigging-tastic, no?
Karasai: Typically, yeah. If I'm going for CvS accuracy, I'll start with something official, but even then it gets tweaked. I try to make 'em really pop whenever I can. Gives the sprites that extra oomph when the colors work just right. Or something like that, anyway. Haha.
Title: Re: Judas STUFF
Post by: Bastard Walt on April 12, 2013, 08:45:07 pm
Walt: This was made incredibly easy just because of how great the lines and shading are to begin with. Indexed color method is fan-frigging-tastic, no?
I know the tricks to make functional, good looking sprites, but the way I make them are probably Sticks and Stones compared to the stuff you pull off. I could use some lessons on the technical aspects of spriting.
Title: Re: Judas STUFF
Post by: [Judas] on April 20, 2013, 10:39:20 pm
(http://25.media.tumblr.com/6cbd03a70fd46c40719d4c83a61fed34/tumblr_mlkmlwPNzv1qb55jzo1_500.png) Some ESP.er style commissions. The guy's OCs, before anyone asks who the hell they are. Specifically requested in Cody's and Hwoarang's current stances. Uh...
Title: Re: Judas STUFF
Post by: [Judas] on April 26, 2013, 04:39:56 am
...thanks for the input, guys. :D
(http://img.photobucket.com/albums/v471/ruinsofeden/trident_zps26d10b8c.png) Part of something I've been working on here and there for the last few days.
Title: Re: Judas STUFF
Post by: Diepod on April 26, 2013, 06:35:41 am
cool
Title: Re: Judas STUFF
Post by: 【RTC】MelvanaInChains on April 26, 2013, 12:06:34 pm
(http://img.photobucket.com/albums/v471/ruinsofeden/trident_zps26d10b8c.png) Part of something I've been working on here and there for the last few days.
this makes me very happy. i ain't tryin' to push anything but y'know, now i'm picturing senator in this sprite fashion and y'know...
no but really that's cool as hell. good to see such great characters in a sprite style that isn't a sandblast of pixels
Title: Re: Judas STUFF
Post by: [Judas] on May 30, 2013, 09:52:53 pm
(http://25.media.tumblr.com/68fe3ae3641ba27eee080b9c3c7d05d0/tumblr_mnmn5mqFsu1qb55jzo1_1280.png) I.... lost interest in this. For the time being, anyway. Filler bars, unfinished Midknight, and rough-ass Atlantean dome aside, I like this. Tried for a new style, but ultimately didn't feel like finishing. Alas.
Title: Re: Judas STUFF
Post by: MotorRoach on May 30, 2013, 11:02:51 pm
Oh my god, I can't believe it's pixel art
That's a hell lot of dithering and detailing on everything in the stage. How did you even do all that?
Title: Re: Judas STUFF
Post by: Diepod on May 31, 2013, 01:22:04 am
Good stuff Judas
Title: Re: Judas STUFF
Post by: Cybaster on May 31, 2013, 01:58:17 am
Wow, that's more than awesome. o_O
Title: Re: Judas STUFF
Post by: Dragon-Kid on May 31, 2013, 04:52:38 am
(http://25.media.tumblr.com/68fe3ae3641ba27eee080b9c3c7d05d0/tumblr_mnmn5mqFsu1qb55jzo1_1280.png) I.... lost interest in this. For the time being, anyway. Filler bars, unfinished Midknight, and rough-ass Atlantean dome aside, I like this. Tried for a new style, but ultimately didn't feel like finishing. Alas.
"SIMPLETON!" says Midknight.
Title: Re: Judas STUFF
Post by: Nedflandeurse on June 03, 2013, 12:37:22 pm
(http://25.media.tumblr.com/68fe3ae3641ba27eee080b9c3c7d05d0/tumblr_mnmn5mqFsu1qb55jzo1_1280.png) I.... lost interest in this. For the time being, anyway. Filler bars, unfinished Midknight, and rough-ass Atlantean dome aside, I like this. Tried for a new style, but ultimately didn't feel like finishing. Alas.
THis = Sexey
Title: Re: Judas STUFF
Post by: Artchell on June 04, 2013, 05:08:07 am
I agree with Ned
Title: Re: Judas STUFF
Post by: GalFord on June 05, 2013, 05:32:18 am
As someone who is a massive Eternal Champions fan... this picture would practically be a dream as the third and final chapter in the story. Utterly amazing work there.
Makes me want to boot up the old Mega CD and play it again. Heh.
Title: Re: Judas STUFF
Post by: Kairi on June 29, 2013, 04:16:49 am
(http://25.media.tumblr.com/68fe3ae3641ba27eee080b9c3c7d05d0/tumblr_mnmn5mqFsu1qb55jzo1_1280.png) I.... lost interest in this. For the time being, anyway. Filler bars, unfinished Midknight, and rough-ass Atlantean dome aside, I like this. Tried for a new style, but ultimately didn't feel like finishing. Alas.
Dude. That is hawt. Like fire. Made me re-download this gem.
Thanks!
Title: Re: Judas STUFF
Post by: [Judas] on June 29, 2013, 10:22:09 pm
Thanks, dudes!
I was inspired by FeLo to do a comic character in the smaller scale ESP.er style he's been rocking lately, and it turned out pretty alright: (http://24.media.tumblr.com/83a05a2fb17d3bb296f525da6cfd922d/tumblr_mp68hxc3zr1qb55jzo1_250.png)
Title: Re: Judas STUFF
Post by: Ryūku Tsukuyomi on June 29, 2013, 10:33:09 pm
I want the Nolan version !
Title: Re: Judas STUFF
Post by: FeLo_Llop on June 29, 2013, 10:50:56 pm
That Eternal Champion image...drooling.
And when I thought I have drooled enough, you appeared with Bane!!
MAN, I CAN'T STOP DROOLING!!! IT'S EVERYTHING IS AWESOME!!
Title: Re: Judas STUFF
Post by: [Judas] on June 29, 2013, 10:53:40 pm
I forgot to color his arm band. Oops! (http://25.media.tumblr.com/a3ceb7d96fbd24eb5172cdf06db71f3e/tumblr_mp69x3RhAu1qb55jzo1_250.png)
Ryūku Tsukuyomi: Nolan version is good for the Nolan-verse. Outside of that film, no. Just no.
FeLo: Thank you so much, sir. You're the one responsible for this, after all. :P
Title: Re: Judas STUFF
Post by: FeLo_Llop on June 29, 2013, 10:55:08 pm
FeLo: Thank you so much, sir. You're the one responsible for this, after all. :P
Thanks to you, cause you inspired me to do that :)!
Title: Re: Judas STUFF
Post by: [Judas] on July 15, 2013, 10:14:32 pm
(http://24.media.tumblr.com/eb1d5cb68ad26cb4cab42a108278e442/tumblr_mpzug0HD4J1qb55jzo1_500.gif) Random crap. Trying a few things and compiling too many of them into one jumbled mess. To be evolved later.
Title: Re: Judas STUFF
Post by: BIG BOSS on July 16, 2013, 10:07:42 am
MAN, I CAN'T STOP DROOLING!!! IT'S EVERYTHING IS AWESOME!!
Title: Re: Judas STUFF
Post by: The Fisher King on July 16, 2013, 10:13:47 am
That looks like some sort of glass breaking or ice breaking effect, or an energy hit of some sort. Looks magnificent & very pretty :D
Title: Re: Judas STUFF
Post by: FeLo_Llop on July 16, 2013, 10:29:12 am
Eye-gasmic, my man. That's sexy as Hell.
Title: Re: Judas STUFF
Post by: Alex Sinigaglia on July 16, 2013, 11:04:33 am
So, I suppose the pixelated effect is on purpose.
Title: Re: Judas STUFF
Post by: NGeo on July 16, 2013, 11:38:18 am
that effect is so bad ass. Can we expect a hitspark pack ? That would be sick
Title: Re: Judas STUFF
Post by: [Judas] on July 19, 2013, 07:59:41 am
Alex: Yes, the pixelated look is on purpose. That effect is the prototype to something I intend to use for the block sparks.
NGeo: Hitspark group is the current fascination. I'm bouncing around on various aspects of design stuff; special effects is an area in which I am greatly lacking, and the hitsparks for my game project are a great way to familiarize myself with them.
Don't mind the color compression. I've yet to mess around with that. These are very heavily inspired by SFIV (with a hint of SF3). The plan is to run through the whole set of universal effects. Next are the guard sparks. Then the guard crush, dash dust, ground/wall impact, throw tech, etc. Really gotta figure out what all sub-systems I intend to use so I know what effects I'll need. Once I've improved my method, I'll revisit the hitsparks and apply whatever tricks I manage to pick up along the way. Circle back around to whatever else still needs improvement, too.
Forever WIP. Input?
Title: Re: Judas STUFF
Post by: NGeo on July 19, 2013, 10:13:50 am
seriously , you make me want to steal those for my secret character wip . they look so awesome I cant wait for the dust fx , will that be inspired off sf4 also ?
Title: Re: Judas STUFF
Post by: [Judas] on July 19, 2013, 06:39:07 pm
Feel free to use them. A good chunk of the effects I post here are up for grabs, so long as I'm aware of their use so I can check them out. I like seeing my stuff in action. :P
The more I look at them, the more I want to use a hand-drawn approach. Diepod's lightning effects are beyond fantastic, and the general look of Third Strike's sparks are phenomenal. I've been sifting through every fighting game I can think of and looking solely at sparks and such. I tend to love the more stylized hand-drawn look. Stuff like these...
and... (http://www.fightersgeneration.com/nx5/game/jojos/jojos-allstarbattle-screen146.jpg)(http://www.fightersgeneration.com/nx5/game/jojos/jojos-allstarbattle-screen16.jpg) JoJo's Bizarre Adventure: All Star Battle
Obviously not completely free of particles, but definitely more traditional animation-inspired than most of the more recent fighters. The original Capcom JoJo's and Vampire Savior are also obvious choices.
Basically, I'm conflicted. Do I continue down particle road or do I try my damnedest to make them toon-ish?
Title: Re: Judas STUFF
Post by: [Judas] on July 20, 2013, 05:04:25 pm
Hey, something I've been wanting to work on for quite some time now: (http://24.media.tumblr.com/b3727697beea4e6401701111a6e8ed58/tumblr_mq8ow9wysl1qb55jzo1_1280.jpg) All of that speculatin' going on in the Ultra SF4 thread brought Capcom Fighting All Stars back to mind, and this happened. Small roster is small. It's not quite done, of course, hence the jpg. Lots of placeholders and empty-spots for the time being.
Spoiler: References(click to see content)
(http://img62.imageshack.us/img62/3961/cfasselect2.jpg) (http://img.photobucket.com/albums/v471/ruinsofeden/capcomallstars_jamma_screen007_zps4efd125b.jpg) (http://img.photobucket.com/albums/v471/ruinsofeden/04_zps84e21eb8.jpg) The name brackets and the clock reference come from this last one. Woooooot.
Bonus: (http://img.photobucket.com/albums/v471/ruinsofeden/cfas-6.png) This is.... really old. But, those bars could be salvaged for a full pack, I think. Even if I did already rework the crap out of them and turn them into my ESP.er bars. Yeeeeeeeeeeeah.
Continue in 720x1280 for this, or rescale to 640x480? That still seems to be the norm, despite my preference for shiny HD.
Title: Re: Judas STUFF
Post by: City_Hunter on July 20, 2013, 06:32:01 pm
nice judas it looks very good
Title: Re: Judas STUFF
Post by: Alex Sinigaglia on July 20, 2013, 10:13:03 pm
^ You always forgot the "s" in "look": "it looks very nice."
Judas, 640x480 is indeed the norm; but why don't you make two versions?
Animating that must be a pain, if you decide to do it (or if the source had animation and you want to reproduce it).
Title: Re: Judas STUFF
Post by: [Judas] on August 02, 2013, 08:16:22 pm
Screw it. Less than 720p looks weird. If anyone wants to convert once I get it done, sure. I'm sticking with the HD approach. It's fantastic for UI work.
On an unrelated note, have this: (http://24.media.tumblr.com/a67d70b908b241cce299922080af553d/tumblr_mqx1bmiozA1qb55jzo1_1280.jpg)
Title: Re: Judas STUFF
Post by: Balthazar on August 02, 2013, 09:31:33 pm
Awesome! Especially those eyes, they're...effective :)!
Title: Re: Judas STUFF
Post by: Cybaster on August 03, 2013, 10:58:56 am
I have an eyegasm each time I enter this topic. Great job. :)
Title: Re: Judas STUFF
Post by: [Judas] on August 06, 2013, 04:42:21 pm
(http://fc03.deviantart.net/fs71/f/2013/218/6/9/pixel_commish___the_stray_by_combustocrat-d6gvxyf.png) Commishhhhhhh. Double res CvS style was the goal; I was kinda successful. This style may be used more on other stuff. It was fun.
Lots more commissions coming soon? Really gotta finish some stuff.
On a completely different note: (http://24.media.tumblr.com/9358c3ec27e4d1f0096073e2119c7927/tumblr_mr45t933JP1qb55jzo1_1280.jpg) Very early look at the select screen for ESP.er. Sharon art is obviously a placeholder, and a shit ton of elements are temporary or altogether missing, but this is the general look/layout I'm going for. The clouds (that don't look like clouds while static) are indeed animated. 16 frames with a smooth loop. They'll be on display later.
Aaaaand more unfinished shit that anyone is welcome to complete: (http://31.media.tumblr.com/915fd53e1020788856387682a0375fab/tumblr_mr45t933JP1qb55jzo2_400.png) The goal was Capcom vs SNK style at 720p, but I lost interest. Had I not drawn directly over Kiwi's fantastic Lucia sprite, I might have finished her. His original is a hell of a thing to live up to, so I stopped. If I revisit this, it will be without a something so epic to try to live up to.
Title: Re: Judas STUFF
Post by: BIG BOSS on August 07, 2013, 02:14:55 am
Wow man, if you make I can code for you. Just thinking about easy up the load for you. I know you can code your own stuff. Looking out for my fellow mugen creators, who do the hard work for us to enjoy.
Title: Re: Judas STUFF
Post by: [Judas] on August 25, 2013, 11:30:15 pm
I'd definitely take any help I can get as far as programming. I got visuals pretty well, but code and I don't get along in any language. :P
MOAR STUFFS Current status of Psychoblue's Sheol commissions: (http://img.photobucket.com/albums/v471/ruinsofeden/sheol-claude_zps92b576ff.png) (http://img.photobucket.com/albums/v471/ruinsofeden/sheol-byron_zps8fe04c32.png) (http://img.photobucket.com/albums/v471/ruinsofeden/sheol-abraham_zpsecf98028.png) Claude, Byron, and Abraham done. Keeping them at 24 colors max, because 16 is not enough for some of these designs. I tried that and gave up.
Bane revamp: (http://img.photobucket.com/albums/v471/ruinsofeden/bane_zps5e341a7e.png) -> (http://img.photobucket.com/albums/v471/ruinsofeden/bane2_zpsdcc7161e.png) Now with CPS2-esque lighting! Kindabutnotreally.
Title: Re: Judas STUFF
Post by: BIG BOSS on August 26, 2013, 09:31:17 am
You make the product and I can bring it to life.lol Still let me know if you really get the time and we can make it happen.
Title: Re: Judas STUFF
Post by: [Judas] on August 27, 2013, 01:27:46 am
After the current backlog of commissions, it's back to full focus on personal projects for a while. Once I progress enough to get some assets your way, I'll do exactly that. It's high time I stop planning and start making moves, and I do appreciate you and the other couple of programming gurus that are spurring me on in my pursuits. Otherwise I'd just keep pumping out visuals for a project that would never see a single string of code. Thank you for that.
Everyone else, wtfssssss. 200 views after my last post, one reply? Thanks for the feedback, dudes!
Title: Re: Judas STUFF
Post by: The Fisher King on August 27, 2013, 01:38:42 am
Regarding Bane, I don´t know cause I really liked how the skin was done in the pre-revamp but I like that extra light shade in the revamped one. I would mix both a little bit IMO but that maybe be just me. Is that Claude a younger gen or something?? That Byron looks pretty sick. And regarding that possible CFAS screenpack... OH HELL YES!!
Title: Re: Judas STUFF
Post by: Alex Sinigaglia on August 27, 2013, 12:01:57 pm
I kind of preferred Bane with the first shading; that's how the ESP.er style handles the lighting in the shading, right?
Title: Re: Judas STUFF
Post by: [Judas] on August 27, 2013, 05:05:33 pm
Since the consensus seems to indicate that ESP.er highlights are good, meet Bane v.3. (http://img.photobucket.com/albums/v471/ruinsofeden/bane3_zps419e76d6.png) Also some other almost unnoticeable minor fixes here and there. A slightly more CPS3-ish palette, as well. Kinda. Forever WIP sprites are legitimately fun.
So, evolution: (http://img.photobucket.com/albums/v471/ruinsofeden/bane_zps5e341a7e.png) (http://img.photobucket.com/albums/v471/ruinsofeden/bane2_zpsdcc7161e.png) (http://img.photobucket.com/albums/v471/ruinsofeden/bane3_zps419e76d6.png)
Title: Re: Judas STUFF
Post by: Uche_of_MFG on August 28, 2013, 12:57:11 am
This is awesome! I'm surprised that I didn't notice this sooner.
Title: Re: Judas STUFF
Post by: [Judas] on October 06, 2013, 02:18:49 am
Yasogami High transfer student: (http://25.media.tumblr.com/ef7982434fd8c9ff7cd30007cd3f62e9/tumblr_mu80sk1xz71qb55jzo1_250.png)(http://25.media.tumblr.com/f15d87c3d7265228ff2aec79527c633a/tumblr_mu80sk1xz71qb55jzo2_250.png) A kinda dumb (yet super obvious) crossover idea I had to get out of my system. First attempt at the P4A style, so please forgive any discrepancies. Anatomy is wonky, but that's what I get for drawing directly over a low quality JJBA:ASB screenshot. Uh....
Been away too long. Other stuff still coming, although at a different pace than I originally intended. IRL issues have slowed me down and may force me to raise commission prices to cover costs of stuff. :/
Title: Re: Judas STUFF
Post by: Kairi on October 06, 2013, 03:46:49 am
Dude. Bad-ass.
Title: Re: Judas STUFF
Post by: MotorRoach on October 06, 2013, 04:11:31 am
"WHAT DID YOU SAY ABOUT MY HAIR?"
Oh damn, this is just too cool, Nice work.
Title: Re: Judas STUFF
Post by: balmsold on October 06, 2013, 04:15:56 am
man this looks awesome
Title: Re: Judas STUFF
Post by: Prodigy_LXM on October 19, 2013, 08:08:31 am
YES!!! THIS!!!!!! MY HEAD!!!! YOU'RE IN IT!!!!!
Title: Re: Judas STUFF
Post by: [Judas] on October 19, 2013, 11:00:33 pm
I thought about doing more JoJo x Persona stuff, but I'd rather not. If any other P4A-style sprites are to be done, a general SMT All Star Battle mentality would be applied. Ulala Serizawa, Joker, Serph, Argilla, Jinana, Demifiend, Raidou, et cetera. Maybe some time down the line.
Title: Re: Judas STUFF
Post by: Prodigy_LXM on October 19, 2013, 11:03:03 pm
I know right. That was actually what I envisioned from the jump.
Title: Re: Judas STUFF
Post by: [Judas] on October 22, 2013, 06:39:05 pm
(http://25.media.tumblr.com/5e034d398e37b7ad056892cdc0b80cd5/tumblr_mv2wrgVa5x1qb55jzo1_r1_1280.jpg) Warm-up fan-art thing? Experimenting with Sai, mostly. Tweaked a bit in PS.
Title: Re: Judas STUFF
Post by: QuickFist on October 22, 2013, 06:40:16 pm
Fan-fucking-tastic! @Sean: is gonna love this
Title: Re: Judas STUFF
Post by: Bastard Walt on October 22, 2013, 06:47:59 pm
Gotta love those sketchy lines at the end of each color area ... the first word that came to my mind was "hoho antialiasing" :P
Title: Re: Judas STUFF
Post by: [Judas] on October 22, 2013, 09:48:40 pm
Is this a style I should pursue? It started as an attempt to reproduce the Nishimura CvS2 style that got aborted relatively early on (maybe still apparent in some of the shading?) and turned into something else. A lot more random than my usual stuff, but I kinda sorta reaaaaally like it.
Title: Re: Judas STUFF
Post by: QuickFist on October 22, 2013, 09:56:04 pm
it's definetely really good, maybe draw something else with this style to decide...?
Title: Re: Judas STUFF
Post by: Bastard Walt on October 22, 2013, 11:22:44 pm
The sketchy lines in the shading are actually great for detailing, but leaving the outlines dirty like that ... erm, I'm not so sure it looks so great, IMHO. Like, it would work for edgy dark like that, to reflect a trait of their personality through those frantic lines, but as a style where you'd draw Chun Li or Cammy or Rose, I don't think it'd work.
I'll be honest with you - The most impressive part is actually the color choices, pastel secondary shades. But you have already nailed that since a while ago :P
Title: Re: Judas STUFF
Post by: Just No Point on October 22, 2013, 11:38:00 pm
I tried to make something in a sktech like style like this before and it just looked like unfinished garbage and I had to redo it :P
But I don't have near as good of a solid base for my art as you. I really love the sharp folds. Everything flows wonderfully!
Title: Re: Judas STUFF
Post by: Sean Altly on October 26, 2013, 06:46:42 am
Oh wow, I should have kept better tabs on this thread. That art is amazing, it's also really cool to see other people drawing my characters. I like the sketchy lines, it suits his character, makes it look a bit dirty and jagged, like Thirteen himself.
Title: Re: Judas STUFF
Post by: [Judas] on October 28, 2013, 06:25:32 pm
I'll just leave this here... (http://img.photobucket.com/albums/v471/ruinsofeden/rikimaru_zpsa9f9491c.gif) Sean asked, and I had an itch to try something. Mission accomplished.
Title: Re: Judas STUFF
Post by: Balthazar on October 28, 2013, 07:05:47 pm
Dang, that's awesome. That must be the most subtle CvS styled animation there is! Slendid!
Title: Re: Judas STUFF
Post by: sabockee on October 28, 2013, 07:30:17 pm
Damn.That's so awesome...I wish I had that skill :(
Title: Re: Judas STUFF
Post by: Bastard Walt on October 28, 2013, 08:00:54 pm
It's pretty interesting.
Did you use any software for automating the animation, like Stickman? That Pixel perfect movement is hard (not impossible) to achieve by hand.
Title: Re: Judas STUFF
Post by: [Judas] on October 28, 2013, 09:04:25 pm
Balth: Subtlety has never been a strength of mine, unfortunately. I'm working to change that. Thank you, sir!
sabockee: Glad you like it. I've been playing with pixels for a loooong time, now. Keep at it is the best advice I can give.
Walt: What is this Stickman you speak of? I tried the method described in Steamboy's Third Strike HD thread. Got my hands on AfterEffects and used it for the very first time for this animation, even. I can see the potential, but the program itself is still quite foreign to me.
Steps! Phase one: Using the frame Sean sent as a guideline, I redid it at 5x size. The red lines on the rough indicate layer separation. Enough was drawn under each area of overlap to avoid any empty spots when stuff gets shifted in AE. (http://img.photobucket.com/albums/v471/ruinsofeden/rikistuff_zpsd961b7ad.png)
Phase two (not pictured): Puppet animation in after effects. I imported the layered drawing, then roughed out the movement as keyframes of in AE. I've never used the program before, so that was a bit different. Because I haven't quite gotten the hang of it yet, I did a simple breathe and bend stance. When I figure the AE part of it out, a lot more is possible. Steamboy's animations proved that much to me.
Phase three: Export the frames back to photoshop and resize to the original res. Indexed color method, blah blah. Tedious, but necessary. I didn't save the initial stuff, but here's the mostly unfinished WIP: (http://img.photobucket.com/albums/v471/ruinsofeden/rikitest_zps310f7444.gif)
Phase four: My favorite. Cleaning time. Instead of trying to clean it all up in black and white like I normally would, I applied the color as I cleaned, section by section (starting with the feet, then the shin guards, etc.), trying to get the more detailed stuff like hands out of the way first. That results in this: (http://img.photobucket.com/albums/v471/ruinsofeden/riki_zpsf645ba0f.gif)
Phase five: After spending a few minutes away from it, I come back with slightly fresher eyes. That sword is garbage, the animation itself feels weird, and some random small stuff like the jumpy hands and jawline really bug me. A few rounds of fix, take a break, reexamine. Tightened everything up, adjusted the palette to one I like more than the working colors, posted here. Not the most thorough guide, but meh.
Title: Re: Judas STUFF
Post by: Diepod on October 28, 2013, 09:37:07 pm
I figured it was animated like that
Title: Re: Judas STUFF
Post by: Bastard Walt on October 28, 2013, 11:16:47 pm
Something I just learned existed a couple of weeks ago. At first, I assumed it had something to do with Steamboy's fascinating stuff too, but apparently there's other ways to achieve it :P
Here's the conversation http://mugenguild.com/forum/topics/my-animated-sprites-154122.0.html
Now, if you really go down this path to create more stuff, exciting times are ahead! :2thumbsup:
It looks great. Congrats J!
Title: Re: Judas STUFF
Post by: thanewdude07 on October 29, 2013, 08:51:39 am
interesting method and outcome. I wanna give this a shot!
Thanks for sharing that method.. Im copying and pasting right now!
Title: Re: Judas STUFF
Post by: Artchell on October 29, 2013, 11:36:15 am
very nice indeed
Title: Re: Judas STUFF
Post by: [Judas] on October 29, 2013, 01:00:26 pm
Glad you guys dig it.
This method seems best suited for stances. Taunts, maybe some walk cycles, and doing random tweening (impact and recoil on some attacks, get-hit leaning, etc.) as well. Another tool in the pixel-pusher's toolbox, but only that: a tool. While I haven't fully tested puppet animation and figured out all of its uses, I doubt it'll be a game changer for realistic movement on complicated movements. Subtlety, definitely. More experiments are in store.
I want to give it a shot with some high res sprites some time in the future, but I have other stuff I've been delaying. Stuff from before Sean asked me to for animation assistance and I failed to produce anything for like a month. That was the real Phase One of the whole process. Sketch stuff, hate it, sketch stuff, hate it, sketch stuff, kinda like it, start animating, hate it, ponder other approaches, sketch stuff, hate it, et cetera.
Title: Re: Judas STUFF
Post by: ink on October 29, 2013, 05:00:55 pm
I really like that animation man! I have been experimenting with subtle animations a lot lately. Things get pretty tricky... it gets fought to make simple things (like the sword) not look jumpy compared to the rest of the animation.
looks really nice!
Title: Re: Judas STUFF
Post by: [Judas] on December 16, 2013, 05:29:58 pm
Slight resurrection in the form of a question. After my current MYSTERY PROJECT OH SNAP is done, who do I sprite a full set for next? I'm currently torn between Poison (SFxT with USF4 stuff pending its release; also the stuff that she would need for a complete set of CvS2 grooves) and Jolyne Kujo (possibly done in a style reminiscent of Capcom's JJBA fighter, probably slightly arranged when compared to her All Star Battle appearance). Also considering Sagat in legit CvS style, but based on his baggy striped pants alt 2. Thought about spriting the unfulfilled King Cobra character with a combined moveset of Rufus and SFxT Bob (for the lulz). Oni popped up. Should I be able to find decent rips of his moveset, Daigo of Rival Schools would be fun. I'unno. Hit me up with ideas. Obviously, I'm going to choose one and only one because I have a job and a family, but yeah.
It's a good while away between the project I'm doing and the one I'm going to (most likely unsuccessfully) attempt, but I'm planning ahead. Speaking of current stuff, most of my time recently has been going into this full set. The stance is not quite ready, however, so deal with a MYSTERY CHALLENGER! (http://img.photobucket.com/albums/v471/ruinsofeden/projectm_zps18c9af8f.gif)
Title: Re: Judas STUFF
Post by: Bastard Mami on December 16, 2013, 05:38:28 pm
My vote goes for poison, there have already been too many attempts that have not yet made it so he needs to finally get made properly.
Title: Re: Judas STUFF
Post by: Titiln on December 16, 2013, 05:53:53 pm
poison poison poison poison poison
Title: Re: Judas STUFF
Post by: 【RTC】MelvanaInChains on December 16, 2013, 05:58:05 pm
jolyne goddamned motherfucking kujo
there's no words in the dictionary sufficient for how much i want that to happen
Title: Re: Judas STUFF
Post by: Roman55 on December 16, 2013, 06:11:01 pm
Jolyne.
Title: Re: Judas STUFF
Post by: Jmorphman on December 16, 2013, 06:12:14 pm
Title: Re: Judas STUFF
Post by: [Judas] on December 16, 2013, 06:32:47 pm
Poison is pretty much who I figured people would want. Plus, I want to say I saw a set of SFxT screen caps in the form of a meh MUGEN conversion floating around somewhere a while back. I could very easily use that SFF as a reference bible when doing her set.
Jolyne, on the other hand, would need at least a good movelist video made that includes all of her basics and stuff. She'd probably be way more fun to work on, too. Hmm.
Also, yeah. Glad you like the teaser for the full-fledged Jmorph/Judas crossover in the works. Headswap Vice is not good enough. You know, except where she has the same basics and stuff. Even on those, I've been making little adjustments for enhanced fluidity. Animating the subtleties in that Neo Max is proving to be a nice pain in the ass, though, so back to finishing up the stuff she has in common with Vice.
Title: Re: Judas STUFF
Post by: Chazzanova on December 16, 2013, 07:06:15 pm
The anim looks really smoth. It's great to see projects like this! Good luck.
Title: Re: Judas STUFF
Post by: BPTM2694 on December 16, 2013, 07:13:46 pm
Would definitely love to see Jolyne picked.
Title: Re: Judas STUFF
Post by: Bastard Walt on December 16, 2013, 07:17:58 pm
Poison - It would go pretty well with a large roster of the SF universe, and you'd get more hyp to build off some momentum.
Title: Re: Judas STUFF
Post by: [Judas] on December 16, 2013, 07:34:16 pm
Anyone want to point me in the direction of some high quality screen caps to do some testing to see how much work I'm gonna have to put into a potential full Poison set?
For that matter, any programmer interest in either of the two main ones I mentioned? Or any of them, for that matter. With the right programmer on standby, my mind might be even more easily swayed.
Title: Re: Judas STUFF
Post by: Bastard Mami on December 16, 2013, 07:37:27 pm
iirc ricochet was working ona poison so he might have some resources, also cvsnb might have video captures of him on his channel, since he did a lot of sxt captures back in the day.
Title: Re: Judas STUFF
Post by: Snakebyte on December 16, 2013, 07:52:19 pm
please good Sagat sprites.
Also, mature, yessss
Title: Re: Judas STUFF
Post by: First Lt. Ding on December 16, 2013, 08:36:39 pm
Jolyne would be awesome. Mugen is lacking content from Stone Ocean.
Title: Re: Judas STUFF
Post by: DW on December 16, 2013, 08:40:15 pm
Jolyne would be awesome. Mugen is lacking content from Stone Ocean.
Gonna hafta agree here.
Title: Re: Judas STUFF
Post by: The Fisher King on December 16, 2013, 08:57:42 pm
Would love to see some gorgeous & new sprites for Poison. That would be fantastic. I dislike the Poisons in mugen due to the sprites, I don´t like those sprites :P
All the options are great thought, I always welcome new cool looking sprites.
Title: Re: Judas STUFF
Post by: sabockee on December 16, 2013, 09:00:10 pm
Spoiler, click to toggle visibilty
(http://i.imgur.com/Ye8EfQf.gif)
;)
Title: Re: Judas STUFF
Post by: haruharu01 on December 16, 2013, 09:17:42 pm
JOOOOOOOOOOOOOOOOOOOOOOOLLLYYYYYYYYNNNNEE <3
Title: Re: Judas STUFF
Post by: 【RTC】MelvanaInChains on December 16, 2013, 11:24:54 pm
For that matter, any programmer interest in either of the two main ones I mentioned? Or any of them, for that matter. With the right programmer on standby, my mind might be even more easily swayed.
that depends, do you want jolyne to play like capcom style or all star battle or just anything in general
cuz i'm in the process of learning capcom style. sort of. at least the stand part which seems the hardest
Title: Re: Judas STUFF
Post by: Nomechy on December 16, 2013, 11:56:46 pm
Jolyne.
Title: Re: Judas STUFF
Post by: Prototype God on December 17, 2013, 01:29:26 am
Jolyne all the way!!!!!!!!!!!
Title: Re: Judas STUFF
Post by: MotorRoach on December 17, 2013, 02:21:48 am
Oh god, Jolyne, please, do Jolyne.
Preferably in the Capcom's JJBA gameplay style too, since ASB gameplay seems to go better for 3D.
Title: Re: Judas STUFF
Post by: The Fisher King on December 17, 2013, 02:45:41 am
An ASB character would be neat but how would you sprites it?? A style similar to Capcom´s JJBA?? Or a more CvS-ish style?? or a mix or both?? or a style inspired in both cases??
Poison Oni Sagat based on his baggy striped pants alt 2
I'd love any of these. It's been a dream of mine to see old SF characters sprited in some of their more fitting new outfits (e.g. Military Suit Guile >>> Charlie Costume/Sailor Guile). It gives them a fresh look look and makes it feel like time has progressed much like some KoF characters. If I had to chose one I'd go with Poison.
Title: Re: Judas STUFF
Post by: BIG BOSS on December 17, 2013, 11:30:03 am
Jolyne all the way!!!!!!!!!!!
Title: Re: Judas STUFF
Post by: Cybaster on December 17, 2013, 07:32:40 pm
Anything by Judas is gold anyway. But I'll go for Jolyne !!!
Title: Re: Judas STUFF
Post by: Erroratu on December 17, 2013, 07:35:42 pm
Jolyne Cujoh please :3
Title: Re: Judas STUFF
Post by: [Judas] on December 18, 2013, 03:52:31 pm
Damn. A lot more love for Jolyne in lieu of Poison than I thought there would be. As far as her set goes, I would include more than enough for Capcom JJBA gameplay. Same sprite style, ideally, though it might not be a perfect match. I'll run a few test sprites to see how close I can get. I'd like her gameplay to be the perfect marriage of Capcom and CC2. Retaining Capcom style in its entirety, but adding in Puttsun Cancels, Stylish Dodges (which would be closer to SF3 parries in terms of timing and use, probably; ASB seems a little too forgiving on their timing), instant Stand on, and maaaaaybe the near-death mode whose name I forget. Resolve or Rumble; I forget which is which. I really, really like Heritage's stand meter. Not sure if she'd have the thing that some Heritage characters have where they can let the stand loose and control it on its own. Avdol and Benim-- Polnareff come to mind. Tandem attacks are fun, too.
I'd also considered prepping myself for the sprite style by doing some of the ASB stuff for existing HftF characters. Jotaro's inhale or diagonal ORAORAORA; Avdol's pretty much anything because he is so damned different from Heritage; Ice's shoryuken/bloodsuck. Thoughts?
Title: Re: Judas STUFF
Post by: MotorRoach on December 18, 2013, 06:28:06 pm
I'd also considered prepping myself for the sprite style by doing some of the ASB stuff for existing HftF characters. Jotaro's inhale or diagonal ORAORAORA; Avdol's pretty much anything because he is so damned different from Heritage; Ice's shoryuken/bloodsuck. Thoughts?
I was actually imagining how some of those ASB moves would look like in the Capcom style. What I wanted to see being done is that DIO move where he swings down a street sign, specially since DIO does actually hold the sign in a story cutscene (in Polnareff's arcade story). In short, I think that'd be a pretty cool way to practice the style.
Title: Re: Judas STUFF
Post by: [Judas] on December 31, 2013, 01:06:21 am
I was also toying with another completely different idea for a future project. Because retro revivals are fun, have a logo test:
Spoiler: large gif animation, dudes(click to see content)
Currently missing the english logo in front, a la Tekken. A lot of the visual flare I had in mind comes straight from the recent Tekken games' presentations, mostly because this series got its start at about the same time. I'd considered at LEAST a full screenpack/lifebars, possibly with a few stage remakes. At most, I'd commit to a small (think somewhere around 6-8) character roster. First game only had 10 including bosses, so it works. Of course, I'm quite fond of the bonus character exclusive to the Saturn remix. Slightly updated designs if I follow through. Still in the lab as far as possible sprite styles go.
Not saying the name for now, but the hints are pretty obvious. Right down to the file name. Would this be preferable to other alternatives? After Mature, of course.
Title: Re: Judas STUFF
Post by: [Judas] on December 31, 2013, 08:52:06 pm
(http://25.media.tumblr.com/538de4b418949944df8e620ebe3be43d/tumblr_myosf3dOJ91qb55jzo1_1280.jpg) I hate this as it stands, but yeah. Any interest whatsoever?
Title: Re: Judas STUFF
Post by: 【RTC】MelvanaInChains on December 31, 2013, 09:00:47 pm
YES HERE
not very often you see toshinden 3 getting repped around here, looks really good to me
Title: Re: Judas STUFF
Post by: davismaximus on December 31, 2013, 09:08:25 pm
That logo looks pretty fuckin awesome to me. If you do decide to go the full game route, which characters are you considering, just those from BAT1 or a sort of best of? If this means there's a chance that Judgement can make his way to Mugen, that would make me a happy little schoolgirl.
Title: Re: Judas STUFF
Post by: 【RTC】MelvanaInChains on December 31, 2013, 09:59:00 pm
well that is the backdrop to 3
unless it was also from 1 and i just forgot
Title: Re: Judas STUFF
Post by: Alex Sinigaglia on January 01, 2014, 12:38:47 am
The "TOSHINDEN" yellow word covers the red japanese word almost totally, it's difficult to see it. Why don't you make the yellow one transparent? This way the other one can be seen better than it can be in your example.
Unless you were going for accuracy to the games (and I don't know anything about them)...
Title: Re: Judas STUFF
Post by: [Judas] on January 01, 2014, 01:58:28 pm
Melvana: yeah, that's the Toshinden 3 backdrop. It fits the somewhat Guilty Gear-ish redesigns I've been sketching up. Plus, the title screens to 1 and 2 are boring. A completely new motif would kill the "retro revival" aspect I wanted to shoot for, and the T3 title is pretty awesome on its own. Seemed appropriate.
davis: The plan I was considering involved about 6 to start. Gauge interest from there and add more every so often based on both importance and popular demand. 1, 2, 3, Remix, URA, and maybe a few of the more interesting Wii reboot characters. 4/Subaru is pretty much not something I've considered because of both the time jump and the general bleh-ness I feel toward the cast. So far, I know I want to start with Eiji, Kayin, Sofia, Sho, Cupido, and a reimagined Ten Count that's closer to Raphael of Soulcalibur than palette swap Kayin in terms of play style. Still based on the king of pop, but gender swapped to increase the female presence on the roster. More to be added a la Tekken Revolution over time.
Alex: I've been wanting to add a suffix to the title and split the two parts, putting them above and below the kanji. I definitely don't like how it's almost completely blocked right now. Problem is, I can't decide on a subtitle. Haha. Toshinden Revolution? Unlimited, Ultimate, Arena, Rebirth, Resurrection, Revisited... I don't know. I just know I want to drop the Battle Arena from the title.
Title: Re: Judas STUFF
Post by: ExShadow on January 01, 2014, 02:43:20 pm
I think the gate is what's throwing it off
Title: Re: Judas STUFF
Post by: 【RTC】MelvanaInChains on January 01, 2014, 05:00:57 pm
a reimagined Ten Count that's closer to Raphael of Soulcalibur than palette swap Kayin in terms of play style. Still based on the king of pop, but gender swapped to increase the female presence on the roster.
that....hm. i have a hard time imagining that but it could be very interesting
as long as she still has a hilarious voice and sadistic nature it's all good
Title: Re: Judas STUFF
Post by: Suzaku on January 04, 2014, 12:56:22 am
Man, must be some sort of weird synchronicity going on. I was just on a major Toshiden tear the other night, rewatched the OVA on VHS and downloaded the ISOs for the ones I'd never played (plus some Bloody Roar). How strange to come across this thread in a random google image search.
Yeah, man. Go for it.
Title: Re: Judas STUFF
Post by: Just No Point on January 04, 2014, 01:44:25 am
I just want to say that whatever you decide Toshinden related, I support! BAT was my fav 3D fighter for the longest. I played the Saturn version but don't remember a thing about Cupido :p
Title: Re: Judas STUFF
Post by: [Judas] on January 04, 2014, 05:52:12 pm
The more I look at roster options, the more I want to stick to 1 and 2 for the time being. Introduce the Secret Society first, saving the Organization and the whole Agon Teos angle for later. Probably treat the Secret Society/Organization presence similarly to the Mishima Zaibatsu/G Corporation dynamic in later Tekken games. Originally, Toshinden 3 used the Organization as a sort of replacement group after the fall of the Society at the end of 2, and that's kinda boring to me.
So.... Eiji, Kayin, Sofia, Sho, Cupido, and.... Mondo, maybe? Ellis needs to show up at the same time as Gaia, I think. Storyline reasons and stuff. Tracy is also an option, mainly because of Maki's CvS2 sprite set being a pretty decent guideline for animating tonfa. Also, I love Tracy. Kinda wanted to hold off on her for the Toshinden 2 set, but I might not even make it that far. Thinking out loud and stuff.
There's also a possibility of using the Puzzle Arena Toshinden roster of Eiji, Kayin, Sofia, Ellis, Tracy, Duke, Chaos, Ripper, Shizuki, Sho, Uranus, and Vermilion. It covers 1, 2, 3, and URA, as well as including two of the more important bosses (Uranus and Vermilion) right off the bat. That would be a little more ambitious than the initial six idea I've been considering, and it would also be a little more weird in terms of establishing any kind of plot. Chaos could be replaced by someone else pretty easily based solely on my own disdain for him.
Still playing around with sprite style stuff, too. Expect something soon. Between this and Mature, my upcoming vacation will be busy. Any thoughts on a subtitle, though? I really want to get the logo hammered out before anything else at this point. Should I stick to the classic TOSHINDEN font or go for something more streamlined, a la Tekken's current logo approach? The Japanese logo for T3 comes to mind: (http://image.gamespotcdn.net/gamespot/images/box/7/1/6/196716_10855_front.jpg)
Title: Re: Judas STUFF
Post by: Prodigy_LXM on January 06, 2014, 06:09:49 am
Man you should take me under your wing. . . .I'd be making all kinds of screenpacks. . .
Title: Re: Judas STUFF
Post by: ink on January 06, 2014, 10:30:43 pm
Super impressed with that logo man!
Title: Re: Judas STUFF
Post by: [Judas] on January 14, 2014, 11:04:30 pm
I'm glad you guys like. However, shitty-but-good news incoming:
After getting basically put out of commission (yay, health issues!), I've been forced to the sidelines for a bit. During this "vacation," I've had time to reassess my various projects and their importance. So, no Toshinden full game. A screenpack and some bars, maybe, but that's it. I can't see myself spending that much time on a fan game when I should be focusing entirely on my own ESP.er project, so that's what's gonna happen. A Soulcalibur-inspired screenpack has also been bouncing around in my head, but no promises on that front. Jolyne and Poison, my favorites from JoJo's and Street Fighter, are also out of the question for the time being. Possibly down the line.
Mature is priority one. After that, single sprites for a while before returning to my baby. If I'm gonna devote that much time to a full project, it's going to be one that isn't aping another company's IP. I've got to get with SeanAltly on some stuff in the same vein. Toshinden redesigns might still see the light of day in the form of single sprites.
Title: Re: Judas STUFF
Post by: Graphicus on January 15, 2014, 12:18:10 am
The kanji that make up Tōshinden roughly mean the following:
Battle - God/s - Sanctuary
Maybe you can use a translation as the subtitle. For example: Battle in the Sanctuary of the Gods (too long, maybe...)
Title: Re: Judas STUFF
Post by: Jiggeh on January 15, 2014, 03:02:37 pm
Sounds good to me, Judas. I know all to well what it's like to have more ideas than you have time or chance to work on them, and every now and then you need to just take a step back and decide what you really want to spend your time with. I still draw a lot of fanart and stuff but in terms of actual games projects I know exactly what you mean as well - I've too reached a point where it doesn't feel justifiable to spend huge amounts of time and effort on something I can't call my own. Best of luck getting back on track, and I'm looking forward to seeing what's in store.
Graphicus: Where did you get that? 伝 can be translated in a number of ways, but in a context like this it's normally it's something like "tale", "legend" or "story".
Title: Re: Judas STUFF
Post by: Graphicus on January 15, 2014, 06:06:57 pm
I looked up the meaning of all the kanji in various places and found that while while (伝) Den on its own can mean "legend", the combination of 神伝 (shinden) supposedly means "Sanctuary of the Kami (gods)". I'm not too familiar with the story in the game, but I do recall the character Uranus being something of a god if I'm not mistaken?
Again, it's just an interpretation. Take it with a grain of salt... :P
Title: Re: Judas STUFF
Post by: Bastard Walt on January 15, 2014, 06:16:26 pm
It's a very bad interpretation, which I assume you got from consuming too much Saint Seiya.
Title: Re: Judas STUFF
Post by: Graphicus on January 16, 2014, 03:14:11 am
Haha, no. It had nothing to do with Saint Seiya :D (although I don't blame you for thinking that it was).
I apologize if I made it sound like I was confident about that interpretation. I was just a rough guess... I seriously spent about an hour looking for the meaning through multiple sources (partly to be helpful, and partly because I was curious what "Toshinden" actually meant).
"Legendary Battle of the Gods"? "Legendary Holy Battle"?
Title: Re: Judas STUFF
Post by: [Judas] on January 20, 2014, 02:17:27 am
Toshinden translation shenanigans aside... :P
More or less just a question regarding 1.1 and the .png format. To replicate something like the lightning thing in this mock-up...
...would I be able to do the effects in .png format and let MUGEN sort out the rest, or would I have to do a pair of effects, one black utilizing reverse alpha, and one for everything else? The answer determines how I go about actually making the effects I have in mind work.
Also, should I do a legit HD Honnouji stage? The one in the shot was quick and used a bunch of filters to fake it... but a fully realized version wouldn't be too hard to adapt.
Title: Re: Judas STUFF
Post by: davismaximus on January 20, 2014, 04:16:39 am
Yes, 1.1 .png's should keep your transparencies intact without any extra coding shenanigans. You may have to mess with the transparency levels in Photoshop to get it to look exactly how you want, but everything else will be handled by the engine.
Title: Re: Judas STUFF
Post by: ExShadow on January 23, 2014, 04:40:11 am
Yeah so it depends if you want it to work in just 1.1 or 1.1, and 1.0/WInmugen
Title: Re: Judas STUFF
Post by: [Judas] on January 31, 2014, 09:37:42 pm
Yeah. For that particular thing, I've pretty much decided on 1.1 for lossless portraits, dynamic zoom, and other such stuff. The character these effects are going to be for is an unplayable boss anyway, so I'm not really concerned. The rest of the crew should be more than graphically compatible with 1.0.
On an unrelated note, have a mock-up of another idea I've been playing with for a while now:
The RPG/fighting game hybrid. I couldn't quite come up with the right way to make it work. The proper balance between RPG and fighting game eluded me for quite some time. Then I saw Ryon's Pokemon project. Then I played the Lightning Returns demo. Somewhere between those two is the sweet spot, I think. Four face buttons for four attacks that use varying amounts of the constantly refilling ATB gauge. The other two buttons would be guard (which slowly drains ATB points when held down; quickly drains it when used to block attacks) and limit break/overdrive/whatever, a one-time-use super move that's only available when HP falls below a certain point. Or maybe it has its own gauge. I'unno. Obviously subject to change as it sits on the top of the idea pile. Plus, it cuts down on the art workload by only requiring a stance, some get-hits, four attacks, some dashes, a guard, and a super. The general idea was to do maybe 8 or 9 characters, each of which fills a specific role on the typical Final Fantasy party. Silent protagonist, white mage, black mage, dragoon, brawler/monk, et cetera. Maybe as many "random encounter" monsters and a pair of last bosses. Still human(ish) and typical FF SUPER TRANSFORMATION GO mode. Kinda on the fence between future fantasy (FFVII/FFVIII with a hint of Platinum Games insanity) and full-on Ivalice style (Vagrant Story and FF Tactics are my two favorites out of Square; The Last Story reminds me a lot of them in terms of design). If interest is high, I'd love to start developing some characters/scouting programmers/whatever.
The haphazard fusion of Kimahri Ronso and Cid Highwind minus mock-up stuff: (https://24.media.tumblr.com/4614636b280cc6056c5b3931b34d9e78/tumblr_n0a93gf7mp1qb55jzo1_400.png) Not a final design. Kinda conceived as I doodled it. May or may not be inspired by Batista's character in Riddick. Also, using the sprite style I'd been playing with for the unrealized Toshinden revival. Yeah.
Obviously full of placeholders. Background is a Jagi's from HnK with a bunch of filters applied. Various meters, fonts, and attack names are whatevs.
Title: Re: Judas STUFF
Post by: Neocargalpha on January 31, 2014, 09:48:01 pm
Title: Re: Judas STUFF
Post by: [Judas] on February 15, 2014, 01:44:09 am
1000+ views, one reply. Le sigh.
ANYWAY, I think Ivalice is the direction I want to lean. Got a few character designs roughed, but nothing ready to show. I'm on the fence now about how I want to go about scaling stuff. Since I've been playing a lot of Bravely Default lately, I almost want to lean toward the more chibi-esque proportions that BD (and quite a few of the older Final Fantasy games) utilize. Something akin to what's being done with Breath of Fire 6. At the same time, I've no experience with such a style and am not sure what reception I would get. I almost want to go full on FFTactics with it and combine realistic proportions with somewhat "cutesy" faces and slightly large hands/feet. Or there's the Vanillaware approach of using both on a character-by-character basis, along with pushing proportions to their extremes for bulky characters. That would definitely lend itself well to silhouette variety. Should I doodle up some stuff testing out my various options? Are any of these more appealing than the rest?
Spoiler: inspirations for the various possibilities; big ass images(click to see content)
(http://fc02.deviantart.net/fs9/i/2006/064/c/6/My_Wallpaper___Vagrant_Story_by_GilianSeed.jpg) (http://upload.wikimedia.org/wikipedia/ru/0/07/Vagrantstory.jpg) Vagrant Story / "traditional"
On top of that is the matter of sprite scaling, but I'll save that for after an art style is figured out.
Title: Re: Judas STUFF
Post by: City_Hunter on February 15, 2014, 01:49:01 am
nice those are pretty cool
Title: Re: Judas STUFF
Post by: Helios. on February 15, 2014, 07:55:59 am
I need to stop viewing and start replying.
Just seeing Tactics and Vagrant Story as potential references already pleases me greatly. Stylistically, BOF6's approach seems the way to go, if only for the sake that its newer and the style is more "refined" due to it. Vanillaware's work, however pretty, will always irk me due to the blow fish head oversight in the animation they tend to add.
Title: Re: Judas STUFF
Post by: Alex Sinigaglia on February 15, 2014, 11:58:21 am
I hope you continue your project ATB, the screen looks amazing: the lifebars, how the different moves are displayed, the layout, everything. Maybe you could use some Dissidia elements, some attacks deal Bravery damage while some others deal HP damage: the bravery attacks are the ones that use less ATB meter and the HP ones are strong (depending on Bravery) but slow and use a lot of ATB meter. Some ideas I came up with.
There was a character that used a bravery system, this one (http://mugenguild.com/forum/topics/rydia-beta-nts-released-12032012-139540.0.html) (albeit it being custom), perhaps in the future the ATB and Bravery systems will be mixed.
Title: Re: Judas STUFF
Post by: Bastard Mami on February 15, 2014, 06:18:51 pm
Title: Re: Judas STUFF
Post by: Jiggeh on February 17, 2014, 12:19:50 am
FWIW I have zero interest in RPGs or implementing some kind of RPG-like system in a fighting game, so I didn't really have much to say about it. That font is extremely hard to read, though! Legible text is always important of course, but doubly so if you're gonna have that much of it on screen at once I think.
Sprite looks good as always, the only thing I can really comment on is the way he's holding his weapon looks really awkward. Not sure how he's supposed to leverage any power or range holding it like that.
Title: Re: Judas STUFF
Post by: FeLo_Llop on February 17, 2014, 11:15:51 am
Sprites are eye-gasmic(as usual), but mixing RPG with fighting...it's something that I definitively can't see. I guess it will be all in the gameplay, but I just can't imagine.
Title: Re: Judas STUFF
Post by: Trinitronity on March 14, 2014, 08:46:12 am
Damn. A lot more love for Jolyne in lieu of Poison than I thought there would be. As far as her set goes, I would include more than enough for Capcom JJBA gameplay. Same sprite style, ideally, though it might not be a perfect match. I'll run a few test sprites to see how close I can get. I'd like her gameplay to be the perfect marriage of Capcom and CC2. Retaining Capcom style in its entirety, but adding in Puttsun Cancels, Stylish Dodges (which would be closer to SF3 parries in terms of timing and use, probably; ASB seems a little too forgiving on their timing), instant Stand on, and maaaaaybe the near-death mode whose name I forget. Resolve or Rumble; I forget which is which. I really, really like Heritage's stand meter. Not sure if she'd have the thing that some Heritage characters have where they can let the stand loose and control it on its own. Avdol and Benim-- Polnareff come to mind. Tandem attacks are fun, too.
I'd also considered prepping myself for the sprite style by doing some of the ASB stuff for existing HftF characters. Jotaro's inhale or diagonal ORAORAORA; Avdol's pretty much anything because he is so damned different from Heritage; Ice's shoryuken/bloodsuck. Thoughts?
I would really like to know, whenever there is new information about that, with me being a JoJo fan and stuff.
Title: Re: Judas STUFF
Post by: [Judas] on March 14, 2014, 09:41:19 pm
Jolyne and the other WIP ideas I've mentioned so far are still in brainstorming/I-can't-make-up-my-mind mode, a.k.a. indefinite hiatus.
A lot of disinterest in the RPG/fighting hybrid, too. Hrm. Another idea I'd been playing with is trying to make a fighting game that plays like a 2D Devil May Cry. A platformer without the platforming. Preferably with no inspiration drawn from Smash Bros. for somewhat obvious reasons. Characters based on gameplay archetypes more than anything. A Contra, a Castlevania, a Strider, a Zero/X, a Dante/Vergil, et cetera.
I'd also thought about a legitimate Capcom Fighting All Stars, but that goes in the never-gonna-make-profit-from-other-people's-stuff territory that I'm trying to avoid entirely. A plot somewhere between Dissidia (good deity vs. evil deity with hand-picked scions) and Kingdom Hearts (destroying worlds in the multiverse!) is what came immediately to mind, with Ingrid and Abyss filling the shoes of Cosmos and Chaos. Playable Ingrid and form one Abyss, with the bosses being "Pandora" and form three Abyss. Stolen plot points from all of Capcom's various crossovers. CFAS, MvC2, SFxT, etc. Probably a somewhat limited cast redrawn in a style resembling MvC3 rendering.
...I lack focus. Too much time at work, not enough sleeping or art-ing. Needs to change.
Title: Re: Judas STUFF
Post by: [Judas] on March 15, 2014, 03:02:30 am
But since I don't post enough stuff in here that isn't rambling, have something incomplete-ish:
(http://img.photobucket.com/albums/v471/ruinsofeden/mx5_zps133a9f42.png) I don't really want to finish this. A redesign of Agent MX-5, Kevin Straker (Striker? I forget) of StrEET Fighter 2010. Slightly inspired by Vanquish's Sam Gideon. Too detailed to make me happy at such a small scale. I may try it again later.
...eat it, post merging.
Title: Re: Judas STUFF
Post by: MotorRoach on March 15, 2014, 03:32:51 am
Too detailed or not, that is something really nice to see. For some reason, I just love seeing sprites of Kevin.
Title: Re: Judas STUFF
Post by: ink on March 15, 2014, 03:57:43 pm
Awesome sprite! I just read up on the game he's from, very interesting!
I guess in the U.S. version he is Ken???
Title: Re: Judas STUFF
Post by: balmsold on March 15, 2014, 05:19:10 pm
haha pretty cool man :D
Title: Re: Judas STUFF
Post by: [Judas] on March 15, 2014, 10:13:34 pm
Yeah, Ink. In the US version, he's Ken. The US version also adds the subtitle "The Final Fight" to try to tie it in even more. The game is pretty great despite its history. It's also ridiculously difficult, and I love it for that quality.
Playing Bionic Commando Rearmed and the new Strider back to back made me want to give 2010 the retro revival treatment in a fake shot or two, but all I managed to whip up before losing interest is that incomplete sprite there. On a related note, everyone needs to listen to Washudoll's 5-track SF2010 remix album. This (http://www.youtube.com/watch?v=Y5397TXica4) was playing for most of that sprite's creation. So good.
Title: Re: Judas STUFF
Post by: FeLo_Llop on March 16, 2014, 11:13:39 am
Awesome!! That Ke/N/Vin is amazing! It's an instant "right click-save as...", because those light placements will be VERY useful to me :D!
Title: Re: Judas STUFF
Post by: [Judas] on March 18, 2014, 12:59:12 pm
Posted in the USF4 thread; subsequently buried by the back-and-forth about the overhyping of a Cammy clone: (http://25.media.tumblr.com/b78fa8dbb8ff06d39007354c781b5216/tumblr_n2l3w5ondq1qb55jzo2_r1_1280.png) Feel free to use for all of your Decapre mugen portrait needs!
....I might revisit this at some point.
Title: Re: Judas STUFF
Post by: ink on March 18, 2014, 02:23:13 pm
Very awesome! Love the style of this.
Title: Re: Judas STUFF
Post by: [Judas] on March 18, 2014, 02:37:42 pm
Don't give me too much credit, though. I should clarify that I simply redrew the mask and altered the colors a little bit. Original is this: (http://img3.wikia.nocookie.net/__cb20140317124234/streetfighter/images/a/ab/Decapre_Art.png) I wouldn't mind getting better at such a style, though. Could be fun.
Title: Re: Judas STUFF
Post by: Bastard Walt on March 18, 2014, 05:07:37 pm
Oh, please do. You're the kind of guy who could definitely pull it off *crosses fingers*
Title: Re: Judas STUFF
Post by: [Judas] on March 20, 2014, 03:18:40 pm
From the sounds of FeLo's post in his SF idea thread, we're on the same page as far as Pandora as a boss and not a comeback mechanic goes. Decided to sketch it up, and I honestly kinda like it. (http://25.media.tumblr.com/78cb14d71c5751c61bbaad41c2403d82/tumblr_n2qnmvPvwY1qb55jzo1_1280.jpg)
Title: Re: Judas STUFF
Post by: Koop on March 20, 2014, 03:25:17 pm
Looks great. Very interesting concept as well.
Title: Re: Judas STUFF
Post by: TRUEMicah on March 20, 2014, 03:30:50 pm
The proportions of her breast in some areas look off too me. They don't fall naturally, it's as if their being pushed together or something.
Regardless, looking great as usual bud. :yes:
Title: Re: Judas STUFF
Post by: City_Hunter on March 20, 2014, 04:46:31 pm
great and sexy great job judas
Title: Re: Judas STUFF
Post by: Bastard Walt on March 20, 2014, 05:33:58 pm
I love the idea of having her ooze power like that, and that she shows a lot of skin to have the tattoos and all, but 100% Nekkid? I don't know. I mean, I know you've been tinkering with the idea of a nude female character before, like your Adrianna character (http://judas.piiym.net/gallery.html) suggests, and I have no doubt you could pull it off ...
... but we've seen naked bosses before like Saiki and Gill, and we know how they can go wrong. Maybe give her 1 characteristic trait, make her wear a belt or a scarf, or a characteristic trait like a peculiar hairdo or something. Just 1 thing ; _ ;
Title: Re: Judas STUFF
Post by: Bastard Mami on March 20, 2014, 05:44:50 pm
probably piece of clothing tat suggests she is related to ingrid.
Title: Re: Judas STUFF
Post by: FeLo_Llop on March 20, 2014, 06:00:49 pm
Don't put her any clothes.
PS: I FUKING LOVE U!
Title: Re: Judas STUFF
Post by: LM_MAVERIK on March 20, 2014, 06:23:12 pm
leave her naked. There's enough detail going on without the addition of clothes.
Title: Re: Judas STUFF
Post by: [Judas] on March 21, 2014, 01:18:21 am
Walt: I thought about giving her Ingrid's hair crest things, but gave up on that idea. Instead, I used a modified version of her hairstyle. Gill (and SCV Algol) aren't completely nude, and I thought about that approach. They're both fantastic bosses, but I'm kinda drawing a blank on clothing ideas for Pandora. Saiki (and Seth for that matter) are super nude, but they work for their games. Like Saiki and Seth, the lack of a certain anatomical correctness is obviously required to stay out of territory that SF would never veer into. Unknown (that liquid stuff doesn't count as clothes!), Alpha-152, Dural... Pyron. It can work. :P
I intend her to be a counterpart to Ingrid a la boss Saiki or Orochi. Instead of transforming like Saiki or Chris, though, I kinda envision her as a manifestation of Ingrid's negative emotions or something. Like Saiki and Orochi, she would be bigger and more intimidating than Ingrid. Intro would probably simply be the typical SFxT Pandora mode activation with a few adjustments. Ingrid crumples, flashy effects, Pandora forms. Actual movement is still up in the air at this point, but would at least draw inspiration from that of Ingrid. Hrm.
Title: Re: Judas STUFF
Post by: The Fisher King on March 21, 2014, 06:14:11 am
That´s really amazing pandora concept. Actually really impressive and interesting... and I don´t even like Pandora! I always wondered how the true Pandora entity would look as a boss, this certainly works. The marks/tattoos should be enough to cover the nudity remark (if they stay), I mean there´s that Saiki or Seth comparison so this can certainly work.
Really looking forward to what will happen with it.
Title: Re: Judas STUFF
Post by: FeLo_Llop on March 21, 2014, 11:08:57 am
I thought another story for her, but yours is awesome too :D!!
Spoiler, click to toggle visibilty
My thought is...that Pandora's "soul" could be inside Gouken's daughter, who took the same path as Ryu years ago. She doesn't really wants to know the meaning of strength, she just want to knows if she would be able to defeat Gouki in a fight. That's why she fights Ryu, and with her wish increased somehow summons Pandora. It's not "that" different to SnH though...it's pure evil looking for an embodiment :P!
Title: Re: Judas STUFF
Post by: [Judas] on April 09, 2014, 01:28:16 am
Not sure who that is, but it's a pretty nice sprite.
Crom, Fire Emblem. And yea, amazing sprite!
Title: Re: Judas STUFF
Post by: Koop on April 11, 2014, 11:07:21 am
Wow that's really nice. :D
Title: Re: Judas STUFF
Post by: [Judas] on April 14, 2014, 04:54:39 pm
I'm glad you guys like him. A few more test sprites are in order before I make any decisions, I believe. Hrm.
Also, have a logo mock-up for either of the two SF projects I'm currently watching. The MFG community project or SF Duo by Buckus. Color, et cetera are up in the air, as is the logo's final destination. (http://img.photobucket.com/albums/v471/ruinsofeden/sf-copy_zps67d4d77f.png) Black trim around white trim around black trim looks shitty, now that I've sat back and looked at it. Forever WIP. Intended to be animated similarly to the Toshinden logo I cooked up a bit back.
Title: Re: Judas STUFF
Post by: ink on April 14, 2014, 05:26:41 pm
Very nice!
Title: Re: Judas STUFF
Post by: Helios. on April 14, 2014, 06:55:11 pm
Logo quality may outstrip that of the intended targets at this rate.
You're making me want to go back into sprite work, you bastard.
Title: Re: Judas STUFF
Post by: Koop on April 14, 2014, 07:15:50 pm
Everyone who can sprite should go back to sprite work. :D
Nice looking logo
Title: Re: Judas STUFF
Post by: Jiggeh on April 15, 2014, 12:54:11 pm
The way the T's in 'Street' look really bothers me, the angle being so inconsistent with the angle of the text overall stands out like a sore thumb. The R looks uncomfortably top-heavy as well. I'd kinda like to see the S look more like an S and less like a lightning bolt as well, so that the top of it can sort of frame the rest of the word more naturally. The Fighter part looks better, no real complaints there.
All in all there's definitely shapes and I'd like to see fixed, but it already looks better (and more like a proper SF logo) than the butt ugly SF4 logo.
Title: Re: Judas STUFF
Post by: Bastard Walt on April 15, 2014, 04:02:04 pm
The way the T's in 'Street' look really bothers me, the angle being so inconsistent with the angle of the text overall stands out like a sore thumb. The R looks uncomfortably top-heavy as well.
Thanks, I just couldn't put this same idea into words.
So yeah, +1
Title: Re: Judas STUFF
Post by: [Judas] on April 15, 2014, 11:21:20 pm
...yeah, I can't unsee it now. I don't know how I missed it before. So I'll be doing what I originally intended and drawing something from scratch in a similar style. The present state is mostly modified SF4 font, which felt like cheating anyway.
As for the general appearance of it, though, how does it stack up? Color scheme and little flourishes like the inner glow. Do I keep going in this direction with it or take it elsewhere?
Title: Re: Judas STUFF
Post by: Jiggeh on April 16, 2014, 05:31:21 pm
Good call, the less resemblance to that awful (and grossly overused) SF4 font, the better. I like the overall colour and style although maybe the gradient running through the text should be tilted a bit so it aligns with the text better (right now every letter gets affected very differently by it, just compare the last T in 'street' with the one just below it etc)... I'm unsure about the trims, the smooth white trim kind of clashes with the jagged and rough shapes of the actual letters; I'd probably either put more effort into manually shaping the trims, or simplifying the outlines of the text so the trim fits better. I'd definitely fill those tiny gaps between some of the letters too. I wouldn't rule out the double trim working, but could well depend on what backdrop the logo appears on.
Title: Re: Judas STUFF
Post by: [Judas] on April 25, 2014, 04:26:20 pm
Soooooo unexpected costs have sprung up again, and that means only one thing. The return of commissions is nigh, though I'd much rather not do a ton of pixels. Don't forget about actual artwork, dudes. Amended prices, availability, and whatnot to be determined before the day is done.
Title: Re: Judas STUFF
Post by: Bastard Walt on April 25, 2014, 04:29:00 pm
PM'ing soon ...
Title: Re: Judas STUFF
Post by: [Judas] on May 03, 2014, 06:58:44 pm
Amended prices obviously didn't happen, so I'll just be sticking with the ones in the first post. Those work for this round of commisheses.
In between bouts of working on a rather involved commission that won't be ready to show for a little while, I decided to try my hand at a super finish background. I had the Hyper DBZ project in mind, but I didn't really make it specifically for that. (http://24.media.tumblr.com/df33134104be02b0fa317bc0e8687165/tumblr_n50bztnRqZ1qb55jzo1_1280.gif) In retrospect, I tried too many different effects without a clear enough image in my head of exactly what I wanted it to look like. 320x240 version in the following spoiler.
640x480 version is animated the same, but results in a gigantic gif that no one wants to look at. If anyone wants to use it, feel free. I can upload the larger version somewhere if need be. I might revisit this idea after I'm done with Walt's project. If I do, it'll probably end up looking not-a-lot like the current version, though, so it's still up for grabs for whoever might be interested? I'unno. Work file for this wasn't saved, so a version without speedlines or anything like that isn't available. :P
Title: Re: Judas STUFF
Post by: Alex Sinigaglia on May 03, 2014, 07:09:55 pm
640x480 version is animated the same, but results in a gigantic gif that no one wants to look at.
But I wanted to see it... :(
Amazing work Judas!
Title: Re: Judas STUFF
Post by: The Fisher King on May 03, 2014, 08:40:52 pm
That super finish background is looking sexy :D really hope it gets used by anything.
Title: Re: Judas STUFF
Post by: Balthazar on May 03, 2014, 08:48:21 pm
Daaaayum looks so good ^^!
Title: Re: Judas STUFF
Post by: [Judas] on May 27, 2014, 08:39:54 pm
(http://31.media.tumblr.com/cf7c386f18b3a7939e12dca4ec6b194a/tumblr_n68wqrgxiD1qb55jzo1_1280.jpg) Not sure if I like SAI or not. Verdict pending.
Title: Re: Judas STUFF
Post by: Eckzein on May 27, 2014, 09:17:59 pm
I was thinking of trying SAI out some time. What is it that your not sure about?
Title: Re: Judas STUFF
Post by: [Judas] on May 27, 2014, 09:50:38 pm
It feels more natural based on my experience with real paint and stuff, but I'm so adjusted to Photoshop's everything that it doesn't quite feel right. I dunno. Give it time, I guess.
Title: Re: Judas STUFF
Post by: [Judas] on June 27, 2014, 02:51:15 pm
Erm. Work in progress. Mostly finished, but missing the Vanessa-esque hop. For MFG SF Joe: (https://38.media.tumblr.com/cb5cae3a83ad9c6e529cb6893a552215/tumblr_n7svbzgtWq1qb55jzo1_100.gif) Initial frame by Sean. A bit of a challenge, so dissect plz!
Also, logo concepts: (http://photos-f.ak.instagram.com/hphotos-ak-xpa1/10499300_1501505100079389_1316103266_n.jpg) The tipped over bottle seems to be the favorite among people that have seen this. I'm fond of the molotov goblet myself, but hey! Combustible aristocrat and such.
And some weird attempt to sorta match Araki style circa Stone Ocean that I'm too lazy to scan: (http://photos-f.ak.instagram.com/hphotos-ak-xaf1/10475076_645949992141693_1834327143_n.jpg)
Title: Re: Judas STUFF
Post by: BIG BOSS on June 27, 2014, 03:01:22 pm
Top notch stuff man, always enjoy your works.
Title: Re: Judas STUFF
Post by: Just No Point on June 27, 2014, 03:10:14 pm
Joe is looking great! Can't wait till he does his leg hop thing similar to Vanessa! I should replace the current temporary stance with this one!
I think the middle logo would be best if anything because it would have the most pronounced silhouette!
Last image feedback: draw my comic for me!!! I love your art!
Title: Re: Judas STUFF
Post by: Drex on June 27, 2014, 03:37:26 pm
loving the states and the Goblet of Fire. Your Jojo-style female is pretty much spot on to me.
Title: Re: Judas STUFF
Post by: Bastard Walt on June 27, 2014, 04:02:38 pm
Everything is superb, except the weird jumpy thing his front fist is doing.
Title: Re: Judas STUFF
Post by: ink on June 27, 2014, 05:01:34 pm
Joe is looking really nice! Something about that front arm though, I can't put my finger on it.
I can clear see the fist jump a little bit as walt mentioned but I can't decide if his shoulder would move back like that or not or if his bicep should move in and out of being foreshortened. < Really just nitpicking though!
Title: Re: Judas STUFF
Post by: [Judas] on June 27, 2014, 08:58:57 pm
(https://38.media.tumblr.com/6c5c7a37cf6d590824327fa17c1eda00/tumblr_n7ucnrThLD1qb55jzo1_100.gif) Fixed other nitpicks (viewer's left shoulder, ab junk, some bicep weirdness), but I'm still not satisfied with the forearm/fist in question. HALP ME PLZ. I think I've been staring at it for too long. I see the issue, but not the solution. Hrm.
Title: Re: Judas STUFF
Post by: Bastard Walt on June 27, 2014, 09:24:31 pm
HOW ABOUT ... instead of having the fist (starting from the bandages around the wrist) jump up and down one pixel or two, you make it jump 1 pixel sideways, and ditch the up/down angle change entirely?
Try it with your own hand, look at it from the side. It really doesn't change perspective, just position in both X/Y
Title: Re: Judas STUFF
Post by: [Judas] on June 27, 2014, 10:40:09 pm
(https://31.media.tumblr.com/5b5320ce04bd408219360345b53286cc/tumblr_n7uh9sJ3wq1qb55jzo1_100.gif) I'unno. I will finish this before moving on to the hop (and other commissions from people that are posting in this thread and wondering about the status of things!).
Of course, I'm also considering using Yashiro's 2002 stance as a guide for the hop instead of Vanessa. Maybe even XII/XIII Ralf's hop. I'm not too sure. Thought about using Dudley for inspiration, but that seems a bit redundant if he's to be in MFG SF eventually as well. Thoughts?
Title: Re: Judas STUFF
Post by: DKDC on June 27, 2014, 10:49:34 pm
Dudley's shuffle is too textbook and too well synched for Joe's style IMO. Vanessa or Yashiro's more relaxed shuffle are fine.
Title: Re: Judas STUFF
Post by: [Judas] on July 17, 2014, 08:18:47 pm
Time for stylistic experiments again. (https://38.media.tumblr.com/1d8b28a233fde7e2b7bdb81d6d2c0583/tumblr_n8vbxfT9k31qb55jzo2_100.png)(https://33.media.tumblr.com/1fe785459ac9f6daf02e68424f05f594/tumblr_n8vbxfT9k31qb55jzo1_100.png) The left fits better with the original somewhat minimalist idea I had in mind, but the extra highlight shade on the right is kinda nice. I'm undecided at this point.
Not sure what the hell is going on with the design yet. The idea was a somewhat uniform design that could be slightly varied across a full cast. Something like the slight variations in the character designs of Digital Devil Saga or the armor of Frieza's forces. A somewhat simple design that allows simple variations that change the feeling just enough. Thought about giving a Cobra Commander solid dome, but the lack of humanity there might be too much. A pixel-tastic full game idea inspired by SF2NES, mostly. Develop more?!?!
Title: Re: Judas STUFF
Post by: Bea on July 17, 2014, 08:29:12 pm
I do like the sprite with the extra highlight better too. It adds some nice depth touch to it.
And yes, you should develop more on this.
Title: Re: Judas STUFF
Post by: BIG BOSS on July 17, 2014, 09:27:37 pm
Wow man simply awesome!
Title: Re: Judas STUFF
Post by: SageHarpuiaJDJ on July 17, 2014, 10:48:23 pm
That's a very interesting style! I'd like to see more.
Title: Re: Judas STUFF
Post by: [Judas] on July 20, 2014, 11:27:58 pm
(http://38.media.tumblr.com/b2a2f86d235940e2470060ff4e36fcfb/tumblr_n914egNWJ11qb55jzo1_1280.jpg) Missing a ton of BG elements, but this would be the look I'd want. Cheap-o background not withstanding.
The general idea was that of a war inside a virtual world. Programs live in System, one goes rogue and begins corrupting others, insert plot to Megaman X here. Nothing too terribly original in that regard.
The main thing I am considering doing with this (should I choose to continue!) is more or less translating Devil May Cry gameplay into a 2D fighter. A bit of Anarchy Reigns in regard to controls. Two attacks (light, heavy) and a shoot button. Same kind of simple (but deep!) combo system as DMC, Bayo, et cetera. Throwing in pauses for different combo possibilities and such. Different guns for different characters. Heavy guy lobs grenades, ninja uses throwing knives, etc. Hold a shoulder button a la DmC and Anarchy Reigns for a different main weapon. Probably closer to DmC in terms of function, but costing meter like AR. I dunno. Seems like this scale would allow for such ridiculous stuff. Doubled and run through filters for certain effects. A project I'm highly interested in at the moment, but probably won't still be hyped for without proper motivation. C'est la vie.
Also, some Ryu stuff is coming soon. Enough distractions.
Title: Re: Judas STUFF
Post by: MotorRoach on July 20, 2014, 11:42:57 pm
Daft Punk: The fighting game
The concept for this sounds really great, by the way, I also like how it looks.
Title: Re: Judas STUFF
Post by: RamzaNeko on July 21, 2014, 12:47:26 am
this line effect remember me of Far Cry 3 Blood Dragon lol
Title: Re: Judas STUFF
Post by: Antoine Pickens on July 21, 2014, 02:10:07 am
(http://38.media.tumblr.com/b2a2f86d235940e2470060ff4e36fcfb/tumblr_n914egNWJ11qb55jzo1_1280.jpg) Missing a ton of BG elements, but this would be the look I'd want. Cheap-o background not withstanding.
The general idea was that of a war inside a virtual world. Programs live in System, one goes rogue and begins corrupting others, insert plot to Megaman X here. Nothing too terribly original in that regard.
The main thing I am considering doing with this (should I choose to continue!) is more or less translating Devil May Cry gameplay into a 2D fighter. A bit of Anarchy Reigns in regard to controls. Two attacks (light, heavy) and a shoot button. Same kind of simple (but deep!) combo system as DMC, Bayo, et cetera. Throwing in pauses for different combo possibilities and such. Different guns for different characters. Heavy guy lobs grenades, ninja uses throwing knives, etc. Hold a shoulder button a la DmC and Anarchy Reigns for a different main weapon. Probably closer to DmC in terms of function, but costing meter like AR. I dunno. Seems like this scale would allow for such ridiculous stuff. Doubled and run through filters for certain effects. A project I'm highly interested in at the moment, but probably won't still be hyped for without proper motivation. C'est la vie.
Also, some Ryu stuff is coming soon. Enough distractions.
Looks wonderful...would love to see what this comes out to be.
What kind of Ryu "stuff"?
Title: Re: Judas STUFF
Post by: Bastard Mami on July 21, 2014, 04:20:35 am
(http://38.media.tumblr.com/b2a2f86d235940e2470060ff4e36fcfb/tumblr_n914egNWJ11qb55jzo1_1280.jpg) Missing a ton of BG elements, but this would be the look I'd want. Cheap-o background not withstanding.
The general idea was that of a war inside a virtual world. Programs live in System, one goes rogue and begins corrupting others, insert plot to Megaman X here. Nothing too terribly original in that regard.
The main thing I am considering doing with this (should I choose to continue!) is more or less translating Devil May Cry gameplay into a 2D fighter. A bit of Anarchy Reigns in regard to controls. Two attacks (light, heavy) and a shoot button. Same kind of simple (but deep!) combo system as DMC, Bayo, et cetera. Throwing in pauses for different combo possibilities and such. Different guns for different characters. Heavy guy lobs grenades, ninja uses throwing knives, etc. Hold a shoulder button a la DmC and Anarchy Reigns for a different main weapon. Probably closer to DmC in terms of function, but costing meter like AR. I dunno. Seems like this scale would allow for such ridiculous stuff. Doubled and run through filters for certain effects. A project I'm highly interested in at the moment, but probably won't still be hyped for without proper motivation. C'est la vie.
Also, some Ryu stuff is coming soon. Enough distractions.
the spriting is great so no comments on that, about the gameplay you might want to add a medium strenght attack, it's common for a specific subset of fighting games to use weak-mid-strong attacks and use the 4th button for system, kind of like what you already have.
Title: Re: Judas STUFF
Post by: Jiggeh on July 22, 2014, 03:00:32 pm
Interesting idea. Sounds like it would play out a bit like some sort of VS version of Aces Wild.
Title: Re: Judas STUFF
Post by: [Judas] on July 24, 2014, 01:44:57 am
MotorRoach and RamzaNeko: Thanks. I was looking forward to the opinions of you two in particular, since I associate you guys with Megaman stuff subconsciously. Obviously inspired a lot by that series, here.
Wizzy: You know, Ryu stuff. I'll just have to focus, because that stuff is kinda evil. I've said too much!
MJ: I thought about that a bit, but I'm looking more for a versus Devil May Cry than a traditional fighting game. Well, I want it to eventually have a standard fighter's balance and longevity, but not necessarily much of its play style. Devil May Smash? I'unno.
Jiggeh: Now that you mention it, yeah. I should get around to actually playing that. Pretty hyped for it up until its release, then I just kinda forgot about it. That happens a lot. Hrm.
I'll eventually tire of using this redrawn Joe frame for plotting purposes and actually get something done, but this is sorta what I had in mind for speeding up the process: (http://37.media.tumblr.com/d28b9fe6938400b114a6d9cd4e300f21/tumblr_n96v1bGhGn1qb55jzo1_1280.png) Top row is template and some dumb, quick designs; bottom is "Let's try these random characters out!."
Also kinda thinking I need to exaggerate the head, hand, and feet sizes a bit. Take some notes from NGPC sprites, maybe. Not a fan of full-on Megaman chibi, but I might have to lean in that direction a little for the sake of readability. Uh.
Yeah, the plan. Run the gamut of animations with the template, then draw on the accessories and junk for each character as I get a feel for their play style. Making it modular, as it were. Shared stance, gethits, movement, et cetera, with little changes as it suits the character's personality. I was considering doing three sets of templates (male, female, heavy) with all frames I could possibly need for this project. That includes generic sword-swinging, grenade lobbing, and whatever else. Enough to recycle as much as possible. Trying to be efficient, here. Given the scale, I could probably do the frames for each template together. I've yet to test the applicability of such an approach, but time will tell.
One thing I can say, though.... all of these were done in basically no time. Showed me the strengths and weaknesses of the current style test. Back to the lab to truly find something that works better for this approach.
Title: Re: Judas STUFF
Post by: Potemkill on July 24, 2014, 12:08:23 pm
I like your edits, I love your raziel and your vegeta
Title: Re: Judas STUFF
Post by: [Judas] on July 25, 2014, 12:02:24 am
Thanks. :D
Trying at a more traditional scale. (https://38.media.tumblr.com/0b8dfbf69ad9612f98022578e04e0241/tumblr_n98l33HHpi1qb55jzo1_250.png) Super color separated insanity. I should really stop aiming for Anarchy Reigns/Metal Gear levels of detail and go for a more simplistic approach, but alas.
Replicated the process used before, right down to reusing some of the designs. (https://31.media.tumblr.com/4b18c475b0a725ca71714d863e5d472e/tumblr_n98l33HHpi1qb55jzo2_250.png)(https://31.media.tumblr.com/ffed77fda378f82e4f567232ec902615/tumblr_n98l33HHpi1qb55jzo3_250.png) (https://38.media.tumblr.com/ca6e154789caee826d8ca629d45abaac/tumblr_n98l33HHpi1qb55jzo4_250.png)(https://38.media.tumblr.com/752fca1224c7e3deef5c7104569a40be/tumblr_n98l33HHpi1qb55jzo5_250.png)
Further lab work is required.
Title: Re: Judas STUFF
Post by: City_Hunter on July 25, 2014, 12:05:38 am
the second one from the top is awesome liking what i see so far also sorry if it was already asked but what happen to jolyne?
Title: Re: Judas STUFF
Post by: The Fisher King on July 25, 2014, 12:31:21 am
That is some nice daft punk there. That separation is so cool... and insane. Lovely stuff, pretty interesting.
Title: Re: Judas STUFF
Post by: balmsold on July 25, 2014, 12:37:26 am
I really like these man, awesome job
Title: Re: Judas STUFF
Post by: ink on July 25, 2014, 01:27:25 am
I really like this idea! They each look much more unique then what I would have thought possible from using the same template.
Title: Re: Judas STUFF
Post by: A$AP Buckus on July 25, 2014, 05:23:17 pm
The idea of this project is really cool. Also, I have to try that Aces Wild game. Looked it up for 5 mins, and I'm already addicted to it.
Title: Re: Judas STUFF
Post by: [Judas] on July 26, 2014, 10:53:52 pm
City_Hunter: Jolyne was cast to the wayside in favor of original stuff. I've got several things (Jolyne, Mature, Poison, Goutetsu, et cetera) that I would love to do, but can't bring myself to put time into when I could be doing original stuff instead. Single sprites are one thing, but full sets take a lot of time. Also, lack of motivation/funding.
Errbody else: Thanks for the compliments. :D
The more I think about it, the more I want to develop this outside of MUGEN. Full on 2D hack n' slash with a versus element. Sprite layering to allow something similar to Dungeon Fighter Online's extensive costume options. I imagine a single player experience to unlock new moves/movesets/costume options for use in a 1v1 online versus game. Maybe a bit overly ambitious, so I intend to focus on the original idea of 2D versus DMC for the time being. Obviously I would need programmers for either approach, so yeah. There's that.
An attempt to make a variety of templates via slight editing? (http://img.photobucket.com/albums/v471/ruinsofeden/eruh_zps03dc8dbb.gif) (http://img.photobucket.com/albums/v471/ruinsofeden/faces_zpsbb6f30f2.png) Obviously a varied body types wouldn't be applicable. Probably stick with one male and one female. I'unno.
I'll get back to completing my current round of pixel commissions soon. Promise.